https://www.uoguide.com/api.php?action=feedcontributions&user=Urine&feedformat=atomUOGuide - User contributions [en]2024-03-28T08:44:19ZUser contributionsMediaWiki 1.26.1https://www.uoguide.com/index.php?title=Ninjitsu&diff=43223Ninjitsu2010-05-17T13:15:43Z<p>Urine: /* Training */</p>
<hr />
<div>[[Image:Flag_ninjitsu.gif|frame]]<br />
{{tocright}}<br />
'''Ninjitsu''' is the main skill of the Ninja, and combines the arts of stealth, espionage and assassination. With it, and the [[Spellbook|Book of Ninjitsu]] (purchased from [[Tokuno Islands]] scribe NPCs or looted from NPC [[Elite Ninja|Ninja]]), a Ninja can evoke a number of special abilities including transforming into a variety of creatures that give unique bonuses, using stealth to attack unsuspecting opponents or just plain disappear into thin air!<br />
<br />
This skill also counts towards your ability to perform [[Special Moves]].<br />
<br />
==Training==<br />
* '''0 - 30''': Train at NPC Ninja at [[Zento]]. If character is a murderer, you will have to cast [[Animal Form]] and turn into a [[Rat]] or [[Rabbit]].<br />
A good suit of properties will make training quicker. Wear 40% [[Lower Mana Cost]] and as much [[Mana Regeneration]] as you can. Casting Animal Form appears to have no effect on active [[Meditation]]; you can double your natural mana regeneration rate during Ninjitsu training sessions if you first activate the meditation skill, remain in the same location, and then cast Animal Form.<br />
* '''30 - 40''': Cast [[Animal Form]] Rat or Rabbit<br />
* '''40 - 50''': Cast [[Animal Form]] Cat or Dog<br />
* '''50 - 60''': Summon [[Mirror Image]]s. Attack your mirror images so they will disappear.<br />
* '''60 - 70''': Use [[Focus Attack]]<br />
* '''70 - 85''': Use [[Shadow Jump]]<br />
* '''85 - 120''': Use [[Death Strike]]<br />
<br />
Gains may be slow or cease entirely from 57.5 - 60 using Summon Mirror Image. You may wish to start using Focus Attack on your mirror summons. There are 2 different ways to train with [[Focus Attack]] and [[Death Strike]]. Either attack a pet that is guarding you on the [[Trammel]] facet (you must not be in a guild) or summon a [[Mirror Image]] to attack on the [[Felucca]] facet. Alternatively, [[Shadow Jump]] seems to work effectively from 55-70; however, it will not work inside of a player house.<br />
<br />
==Spells==<br />
{| border="1" cellspacing="0" cellpadding="2"<br />
| rowspan="2" | [[Image:Icon_animal_form.gif]]<br />
| width="100" rowspan="2" | [[Animal Form]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ninja can use this spell to take the shape of a beast, granting himself animal-like ability. Animal form gives the Ninja the ability to transform into an animal, gaining special bonuses unique to each type of creature. There are 12 animal forms available to a skilled Ninja. The Ninja cannot use special attacks or cast spells while in animal form, EXCEPT for Mirror Image.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 0-99<br />
|-<br />
| rowspan="2" | [[Image:Icon_mirror_image.gif]]<br />
| width="100" rowspan="2" | [[Mirror Image]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Creates a Mirror Image of their self, which can absorb a single attack from an enemy before disappearing. Ninjas can create up to 4 Mirror Images at a time, making it quite difficult to determine which Ninja is real.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 20<br />
|-<br />
| rowspan="2" | [[Image:Icon_focus_attack.gif]]<br />
| width="100" rowspan="2" | [[Focus Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Besides giving a small damage bonus, Focus Attack also increases the effectiveness of any magical properties on the weapon the Ninja uses for the attack.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 30<br />
|-<br />
| rowspan="2" | [[Image:Icon_backstab.gif]]<br />
| width="100" rowspan="2" | [[Backstab]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Backstab requires the Ninja to be in Stealth mode in order to initiate this special attack. Backstab applies a damage bonus to the attack, matching the Ninjitsu skill.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 40<br />
|-<br />
| rowspan="2" | [[Image:Icon_shadowjump.gif]]<br />
| width="100" rowspan="2" | [[Shadow Jump]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | While in Stealth mode, the Ninja can jumps a considerable distance away while hidden. Upon landing, the Ninja’s Stealth ability determines if they remain hidden from view.<br />
|-<br />
| style="text-align: center;" | 15<br />
| style="text-align: center;" | 50<br />
|-<br />
| rowspan="2" | [[Image:Icon_surprise_attack.gif]]<br />
| width="100" rowspan="2" | [[Surprise Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Surpise Attack is an attack that can only be initiated by a Ninja in Stealth mode. It inflicts a defense penalty on the Ninja’s opponent for a short duration.<br />
|-<br />
| style="text-align: center;" | 20<br />
| style="text-align: center;" | 60<br />
|-<br />
| rowspan="2" | [[Image:Icon_ki_attack.gif]]<br />
| width="100" rowspan="2" | [[Ki Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ki Attack requires superb timing and quick movement of a well trained Ninja. In order to execute this attack, the Ninja will have to initiate the Ki Attack and then quickly close the distance between himself and his opponent to deliver an effective blow. The farther the Ninja travels to deliver the blow, the higher the damage bonus of his Ki Attack. <br />
|-<br />
| style="text-align: center;" | 25<br />
| style="text-align: center;" | 80<br />
|-<br />
| rowspan="2" | [[Image:Icon_death_strike.gif]]<br />
| width="100" rowspan="2" | [[Death Strike]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | 5 seconds after receiving a Death Strike, the Ninja's opponent will suffer damage determined by the number of steps he has taken since the attack, and the average of the Ninja's Hiding and Stealth skills. Ranged weapons only do half the normal Death Strike damage. The damage dealt is far greater if the Ninja’s opponent chooses to run away rather than stand and fight.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 85<br />
|}<br />
<br />
==Animal Form==<br />
'''Animal / Minimum Skill / Description:'''<br />
* Rabbit / 0 / Grants a 20 point bonus to the stealth skill.<br />
* Rat / 0 / Grants a 20 point bonus to the stealth skill. <br />
* Cat / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill. <br />
* Dog / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill.<br />
* Giant Serpent / 50 / Inflicts low level poison whenever you strike your opponent with a non-ranged weapon. <br />
* Bullfrog / 50 / Inflicts poison when your enemy damages you at short range. <br />
* Ostard / 70 / Increases movement speed. <br />
* Llama / 70 / Increases movement speed.<br />
* Wolf / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Bake-Kitsune / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Unicorn / 99 / Increases movement speed and grants immunity to low level poisons. <br />
* Ki-Rin / 99 / Increases movement speed and regenerates stamina quickly.<br />
<br />
<br />
----<br />
<br />
<br />
More animal forms are available with the [[Talisman_of_the_Fey|Talisman of the Fey]]. Those four talismans were introduced as a 8th Anniversary gift. Since the 9th Anniversary, they are also available via [[Heritage_Token|Heritage Tokens]]. Their abilities are:<br />
<br />
'''Animal / Minimum Skill / Description:'''<br />
* Squirrel / 20 / Transforms you into a Squirrel with no special abilities.<br />
* Ferret / 40 / Transforms you into a Ferret and gives +10 to Stealing skill.<br />
* Cu Sidhe / 60 / Transforms you into a Cu Sidhe which auto-self heals using Bandages.<br />
* Reptalon / 90 / Transforms you into a Reptalon giving your fire breath attacks.<br />
<br />
==See Also==<br />
* [[Stealth]]<br />
* [[Formulas and Game Mechanics]]<br />
* [http://guide.uo.com/skill_53.html Ninjitsu page on UO.com]<br />
<br />
[[Category:Skills]]</div>Urinehttps://www.uoguide.com/index.php?title=Ninjitsu&diff=43222Ninjitsu2010-05-17T13:09:28Z<p>Urine: /* Training */</p>
<hr />
<div>[[Image:Flag_ninjitsu.gif|frame]]<br />
{{tocright}}<br />
'''Ninjitsu''' is the main skill of the Ninja, and combines the arts of stealth, espionage and assassination. With it, and the [[Spellbook|Book of Ninjitsu]] (purchased from [[Tokuno Islands]] scribe NPCs or looted from NPC [[Elite Ninja|Ninja]]), a Ninja can evoke a number of special abilities including transforming into a variety of creatures that give unique bonuses, using stealth to attack unsuspecting opponents or just plain disappear into thin air!<br />
<br />
This skill also counts towards your ability to perform [[Special Moves]].<br />
<br />
==Training==<br />
* '''0 - 30''': Train at NPC Ninja at [[Zento]]. If character is a murderer, you will have to cast [[Animal Form]] and turn into a [[Rat]] or [[Rabbit]].<br />
A good suit of properties will make training quicker. Wear 40% [[Lower Mana Cost]] and as much [[Mana Regeneration]] as you can. Casting Animal Form appears to have no effect on active [[Meditation]]; you can double your natural mana regeneration rate during Ninjitsu training sessions if you first activate the meditation skill, remain in the same location, and then cast Animal Form.<br />
* '''30 - 40''': Cast [[Animal Form]] Rat or Rabbit<br />
* '''40 - 50''': Cast [[Animal Form]] Cat or Dog<br />
* '''50 - 60''': Summon [[Mirror Image]]s. Attack your mirror images so they will disappear.<br />
* '''60 - 70''': Use [[Focus Attack]]<br />
* '''70 - 85''': Use [[Shadow Jump]]<br />
* '''85 - 120''': Use [[Death Strike]]<br />
<br />
Gains may be slow from 57.5 - 60 using Summon Mirror Image. You may wish to start using Focus Attack on your mirror summons. There are 2 different ways to train with [[Focus Attack]] and [[Death Strike]]. Either attack a pet that is guarding you on the [[Trammel]] facet (you must not be in a guild) or summon a [[Mirror Image]] to attack on the [[Felucca]] facet. Alternatively, [[Shadow Jump]] seems to work effectively from 55-70; however, it will not work inside of a player house.<br />
<br />
==Spells==<br />
{| border="1" cellspacing="0" cellpadding="2"<br />
| rowspan="2" | [[Image:Icon_animal_form.gif]]<br />
| width="100" rowspan="2" | [[Animal Form]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ninja can use this spell to take the shape of a beast, granting himself animal-like ability. Animal form gives the Ninja the ability to transform into an animal, gaining special bonuses unique to each type of creature. There are 12 animal forms available to a skilled Ninja. The Ninja cannot use special attacks or cast spells while in animal form, EXCEPT for Mirror Image.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 0-99<br />
|-<br />
| rowspan="2" | [[Image:Icon_mirror_image.gif]]<br />
| width="100" rowspan="2" | [[Mirror Image]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Creates a Mirror Image of their self, which can absorb a single attack from an enemy before disappearing. Ninjas can create up to 4 Mirror Images at a time, making it quite difficult to determine which Ninja is real.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 20<br />
|-<br />
| rowspan="2" | [[Image:Icon_focus_attack.gif]]<br />
| width="100" rowspan="2" | [[Focus Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Besides giving a small damage bonus, Focus Attack also increases the effectiveness of any magical properties on the weapon the Ninja uses for the attack.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 30<br />
|-<br />
| rowspan="2" | [[Image:Icon_backstab.gif]]<br />
| width="100" rowspan="2" | [[Backstab]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Backstab requires the Ninja to be in Stealth mode in order to initiate this special attack. Backstab applies a damage bonus to the attack, matching the Ninjitsu skill.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 40<br />
|-<br />
| rowspan="2" | [[Image:Icon_shadowjump.gif]]<br />
| width="100" rowspan="2" | [[Shadow Jump]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | While in Stealth mode, the Ninja can jumps a considerable distance away while hidden. Upon landing, the Ninja’s Stealth ability determines if they remain hidden from view.<br />
|-<br />
| style="text-align: center;" | 15<br />
| style="text-align: center;" | 50<br />
|-<br />
| rowspan="2" | [[Image:Icon_surprise_attack.gif]]<br />
| width="100" rowspan="2" | [[Surprise Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Surpise Attack is an attack that can only be initiated by a Ninja in Stealth mode. It inflicts a defense penalty on the Ninja’s opponent for a short duration.<br />
|-<br />
| style="text-align: center;" | 20<br />
| style="text-align: center;" | 60<br />
|-<br />
| rowspan="2" | [[Image:Icon_ki_attack.gif]]<br />
| width="100" rowspan="2" | [[Ki Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ki Attack requires superb timing and quick movement of a well trained Ninja. In order to execute this attack, the Ninja will have to initiate the Ki Attack and then quickly close the distance between himself and his opponent to deliver an effective blow. The farther the Ninja travels to deliver the blow, the higher the damage bonus of his Ki Attack. <br />
|-<br />
| style="text-align: center;" | 25<br />
| style="text-align: center;" | 80<br />
|-<br />
| rowspan="2" | [[Image:Icon_death_strike.gif]]<br />
| width="100" rowspan="2" | [[Death Strike]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | 5 seconds after receiving a Death Strike, the Ninja's opponent will suffer damage determined by the number of steps he has taken since the attack, and the average of the Ninja's Hiding and Stealth skills. Ranged weapons only do half the normal Death Strike damage. The damage dealt is far greater if the Ninja’s opponent chooses to run away rather than stand and fight.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 85<br />
|}<br />
<br />
==Animal Form==<br />
'''Animal / Minimum Skill / Description:'''<br />
* Rabbit / 0 / Grants a 20 point bonus to the stealth skill.<br />
* Rat / 0 / Grants a 20 point bonus to the stealth skill. <br />
* Cat / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill. <br />
* Dog / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill.<br />
* Giant Serpent / 50 / Inflicts low level poison whenever you strike your opponent with a non-ranged weapon. <br />
* Bullfrog / 50 / Inflicts poison when your enemy damages you at short range. <br />
* Ostard / 70 / Increases movement speed. <br />
* Llama / 70 / Increases movement speed.<br />
* Wolf / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Bake-Kitsune / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Unicorn / 99 / Increases movement speed and grants immunity to low level poisons. <br />
* Ki-Rin / 99 / Increases movement speed and regenerates stamina quickly.<br />
<br />
<br />
----<br />
<br />
<br />
More animal forms are available with the [[Talisman_of_the_Fey|Talisman of the Fey]]. Those four talismans were introduced as a 8th Anniversary gift. Since the 9th Anniversary, they are also available via [[Heritage_Token|Heritage Tokens]]. Their abilities are:<br />
<br />
'''Animal / Minimum Skill / Description:'''<br />
* Squirrel / 20 / Transforms you into a Squirrel with no special abilities.<br />
* Ferret / 40 / Transforms you into a Ferret and gives +10 to Stealing skill.<br />
* Cu Sidhe / 60 / Transforms you into a Cu Sidhe which auto-self heals using Bandages.<br />
* Reptalon / 90 / Transforms you into a Reptalon giving your fire breath attacks.<br />
<br />
==See Also==<br />
* [[Stealth]]<br />
* [[Formulas and Game Mechanics]]<br />
* [http://guide.uo.com/skill_53.html Ninjitsu page on UO.com]<br />
<br />
[[Category:Skills]]</div>Urinehttps://www.uoguide.com/index.php?title=Ninjitsu&diff=43221Ninjitsu2010-05-17T13:09:05Z<p>Urine: /* Training */</p>
<hr />
<div>[[Image:Flag_ninjitsu.gif|frame]]<br />
{{tocright}}<br />
'''Ninjitsu''' is the main skill of the Ninja, and combines the arts of stealth, espionage and assassination. With it, and the [[Spellbook|Book of Ninjitsu]] (purchased from [[Tokuno Islands]] scribe NPCs or looted from NPC [[Elite Ninja|Ninja]]), a Ninja can evoke a number of special abilities including transforming into a variety of creatures that give unique bonuses, using stealth to attack unsuspecting opponents or just plain disappear into thin air!<br />
<br />
This skill also counts towards your ability to perform [[Special Moves]].<br />
<br />
==Training==<br />
* '''0 - 30''': Train at NPC Ninja at [[Zento]]. If character is a murderer, you will have to cast [[Animal Form]] and turn into a [[Rat]] or [[Rabbit]].<br />
A good suit of properties will make training quicker. Wear 40% [[Lower Mana Cost]] and as much [[Mana Regeneration]] as you can. Casting Animal Form appears to have no effect on active [[Meditation]]; you can double your natural mana regeneration rate during Ninjitsu training sessions if you first activate the meditation skill, remain in the same location, and then cast Animal Form.<br />
* '''30 - 40''': Cast [[Animal Form]] Rat or Rabbit<br />
* '''40 - 50''': Cast [[Animal Form]] Cat or Dog<br />
* '''50 - 60''': Summon [[Mirror Image]]s. Attack your mirror images so they will disappear.<br />
* '''60 - 70''': Use [[Focus Attack]]<br />
* '''70 - 85''': Use [[Shadow Jump]]<br />
* '''85 - 120''': Use [[Death Strike]]<br />
<br />
Gains may be slow from 57.5 - 60 using Summon Mirror Image. You may wish to start using Focus Attack on your mirror summons. There are 2 different ways to train with [[Focus Attack]] and [[Death Strike]]. Either attack a pet that is guarding you on the [[Trammel]] facet (you must not be in a guild) or summon a [[Mirror Image]] to attack on the [[Felucca]] facet. Alternatively, Shadow Jump seems to work effectively from 55-70; however, it will not work inside of a player house.<br />
<br />
==Spells==<br />
{| border="1" cellspacing="0" cellpadding="2"<br />
| rowspan="2" | [[Image:Icon_animal_form.gif]]<br />
| width="100" rowspan="2" | [[Animal Form]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ninja can use this spell to take the shape of a beast, granting himself animal-like ability. Animal form gives the Ninja the ability to transform into an animal, gaining special bonuses unique to each type of creature. There are 12 animal forms available to a skilled Ninja. The Ninja cannot use special attacks or cast spells while in animal form, EXCEPT for Mirror Image.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 0-99<br />
|-<br />
| rowspan="2" | [[Image:Icon_mirror_image.gif]]<br />
| width="100" rowspan="2" | [[Mirror Image]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Creates a Mirror Image of their self, which can absorb a single attack from an enemy before disappearing. Ninjas can create up to 4 Mirror Images at a time, making it quite difficult to determine which Ninja is real.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 20<br />
|-<br />
| rowspan="2" | [[Image:Icon_focus_attack.gif]]<br />
| width="100" rowspan="2" | [[Focus Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Besides giving a small damage bonus, Focus Attack also increases the effectiveness of any magical properties on the weapon the Ninja uses for the attack.<br />
|-<br />
| style="text-align: center;" | 10<br />
| style="text-align: center;" | 30<br />
|-<br />
| rowspan="2" | [[Image:Icon_backstab.gif]]<br />
| width="100" rowspan="2" | [[Backstab]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Backstab requires the Ninja to be in Stealth mode in order to initiate this special attack. Backstab applies a damage bonus to the attack, matching the Ninjitsu skill.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 40<br />
|-<br />
| rowspan="2" | [[Image:Icon_shadowjump.gif]]<br />
| width="100" rowspan="2" | [[Shadow Jump]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | While in Stealth mode, the Ninja can jumps a considerable distance away while hidden. Upon landing, the Ninja’s Stealth ability determines if they remain hidden from view.<br />
|-<br />
| style="text-align: center;" | 15<br />
| style="text-align: center;" | 50<br />
|-<br />
| rowspan="2" | [[Image:Icon_surprise_attack.gif]]<br />
| width="100" rowspan="2" | [[Surprise Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | Surpise Attack is an attack that can only be initiated by a Ninja in Stealth mode. It inflicts a defense penalty on the Ninja’s opponent for a short duration.<br />
|-<br />
| style="text-align: center;" | 20<br />
| style="text-align: center;" | 60<br />
|-<br />
| rowspan="2" | [[Image:Icon_ki_attack.gif]]<br />
| width="100" rowspan="2" | [[Ki Attack]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | The Ki Attack requires superb timing and quick movement of a well trained Ninja. In order to execute this attack, the Ninja will have to initiate the Ki Attack and then quickly close the distance between himself and his opponent to deliver an effective blow. The farther the Ninja travels to deliver the blow, the higher the damage bonus of his Ki Attack. <br />
|-<br />
| style="text-align: center;" | 25<br />
| style="text-align: center;" | 80<br />
|-<br />
| rowspan="2" | [[Image:Icon_death_strike.gif]]<br />
| width="100" rowspan="2" | [[Death Strike]]<br />
! width="70" style="text-align: center; font-size:90%;" | Mana Cost<br />
! width="95" style="text-align: center; font-size:90%;" | Minimum Skill<br />
| rowspan="2" | 5 seconds after receiving a Death Strike, the Ninja's opponent will suffer damage determined by the number of steps he has taken since the attack, and the average of the Ninja's Hiding and Stealth skills. Ranged weapons only do half the normal Death Strike damage. The damage dealt is far greater if the Ninja’s opponent chooses to run away rather than stand and fight.<br />
|-<br />
| style="text-align: center;" | 30<br />
| style="text-align: center;" | 85<br />
|}<br />
<br />
==Animal Form==<br />
'''Animal / Minimum Skill / Description:'''<br />
* Rabbit / 0 / Grants a 20 point bonus to the stealth skill.<br />
* Rat / 0 / Grants a 20 point bonus to the stealth skill. <br />
* Cat / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill. <br />
* Dog / 40 / Increases regeneration rate. The increase is based on your Ninjitsu skill.<br />
* Giant Serpent / 50 / Inflicts low level poison whenever you strike your opponent with a non-ranged weapon. <br />
* Bullfrog / 50 / Inflicts poison when your enemy damages you at short range. <br />
* Ostard / 70 / Increases movement speed. <br />
* Llama / 70 / Increases movement speed.<br />
* Wolf / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Bake-Kitsune / 85 / Increases movement speed, grants a bonus to both hit chance and maximum hit points. <br />
* Unicorn / 99 / Increases movement speed and grants immunity to low level poisons. <br />
* Ki-Rin / 99 / Increases movement speed and regenerates stamina quickly.<br />
<br />
<br />
----<br />
<br />
<br />
More animal forms are available with the [[Talisman_of_the_Fey|Talisman of the Fey]]. Those four talismans were introduced as a 8th Anniversary gift. Since the 9th Anniversary, they are also available via [[Heritage_Token|Heritage Tokens]]. Their abilities are:<br />
<br />
'''Animal / Minimum Skill / Description:'''<br />
* Squirrel / 20 / Transforms you into a Squirrel with no special abilities.<br />
* Ferret / 40 / Transforms you into a Ferret and gives +10 to Stealing skill.<br />
* Cu Sidhe / 60 / Transforms you into a Cu Sidhe which auto-self heals using Bandages.<br />
* Reptalon / 90 / Transforms you into a Reptalon giving your fire breath attacks.<br />
<br />
==See Also==<br />
* [[Stealth]]<br />
* [[Formulas and Game Mechanics]]<br />
* [http://guide.uo.com/skill_53.html Ninjitsu page on UO.com]<br />
<br />
[[Category:Skills]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42965Siege Perilous2010-04-28T08:06:25Z<p>Urine: clarified RoT gain between 70-80 - seemingly no longer 5.0 points per day, but 4.8, 80-90 may also be slightly lower (3.6), but I haven't confirmed it yet</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with non-[[Siege]]/[[Mugen]] [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 4.8 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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.<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Fishing&diff=42964Fishing2010-04-28T08:01:55Z<p>Urine: clarified gain restrictions to deep water after 85.0</p>
<hr />
<div>[[Image:Flag_fishing.gif|frame]]<br />
{{tocright}}<br />
''“I almost caught a fish this big! But it, um, got away.”''<br />
<br />
Vast oceans surround Britannia on all sides, and for centuries men and women have earned their keep fishing the coastal waters. In addition to an endless supply of fish, those skilled in fishing have been known to pull forth treasure, and danger, from the deep. <br />
<br />
In order to fish, you must be un-[[Mounts|mounted]] and holding a [[Fishing Pole]] in one hand.<br />
<br />
==Training==<br />
<br />
If you have a Crystal Ball of Knowledge, turn it on and try out different fishing locations until the ball reports "Optimal" skill level.<br />
<br />
* '''0 - 30''': Buy from [[NPC]] Fisher<br />
* '''30 - 50''': Fish in shallow water. Stand on the shore of islands such as [[Moonglow]] or [[Haven]] and walk around.<br />
* '''50 - 75''': Fish off of a dock, a few tiles from the shore. The farther out, the higher the skill level. A [[Crystal Ball of Knowledge|crystal ball]] comes in very handy.<br />
* '''75 - 100''': Fish in [[deep water]] (gains after 85.0 are only possible in in [[deep water]]). Deep water requires the use of a [[boat]] to reach. Get on one and sail around. Be prepared to fight [[Sea Serpent]]s. <br />
<br />
When a fishing spot has been "used up" you will get the message "The fish don't seem to be biting here". Then is is time to move to another location.<br />
<br />
==Items==<br />
The following items can be fished up instead of normal fish.<br />
<table><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 0%<br />
</th></tr><tr><td align="right"><br />
[[Image:Sandals.gif]]<br />
</td><td><br />
'''Footwear'''<br />
<br /><br />
The true horror of fishing, these hordes of footwear will fill your [[backpack]]s up quickly. It is suggested to simply drop them as they just don't make any real [[gold]]. Though they are useful if you are planning on starting up a cobblary.<br />
</td></tr><tr><td align="right"><br />
[[Image:Fish purple.gif]]<br />
</td><td><br />
'''Normal Fish'''<br />
<br /><br />
These come in four colors, their color does not make any difference. They each will give 4 [[raw fish steaks]] each when cut with a [[bladed]] weapon.<br />
</td></tr><tr><td align="right"><br />
[[Image:Hghly_peculiar_fish.gif]]<br />
</td><td><br />
'''Highly Peculiar Fish'''<br />
<br /><br />
Restores your [[stamina]] by 10.<br />
</td></tr><tr><td align="right"><br />
[[Image:Prized_fish.gif]]<br />
</td><td><br />
'''Prized Fish'''<br />
<br /><br />
Raises your [[intelligence]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><td align="right"><br />
[[Image:Truly_rare_fish.gif]]<br />
</td><td><br />
'''Truly Rare Fish'''<br />
<br /><br />
Raises your [[strength]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><td align="right"><br />
[[Image:Wondrous_fish.gif]]<br />
</td><td><br />
'''Wondrous Fish'''<br />
<br /><br />
Raises your [[dexterity]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 75%<br />
</th></tr><tr><td align="right"><br />
[[Image:Metal chest.gif]]<br />
</td><td><br />
'''Metal and Wood Chests'''<br />
<br /><br />
[[Treasure Chest|Treasure chests]] are fished up by the use of a [[Image:Rolled map.png]] [[Waterstained SOS]] from a [[Message in a Bottle]]. They are the only treasure chest that can be taken and used for home storage. These chests will carry a treasure rating of 1 - 3.<br />
</td></tr><tr><td align="right"><br />
[[Image:Ancient chest.gif]]<br />
</td><td><br />
'''Ancient Chests'''<br />
<br /><br />
This chest is fished up by use of an Ancient SOS. The chest is a level 4 treasure chest and always colored white. Inside these chests will also be a [[Fabled Fishing Net]] that will summon up a large group of sea monsters including the [[Leviathan]].<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 80%<br />
</th></tr><tr><td align="right"><br />
[[Image:Special fishing net.gif]]<br />
</td><td><br />
[[Special Fishing Net]]<br />
<br /><br />
These can be found as loot on sea serpents or in fished up treasure chests. When used, the net appears to throw out many fishing lines and a set of nasty monsters will spawn, consisting of [[Water Elemental]]s, [[Sea Serpent]]s, [[Deep Sea Serpent]]s and [[Kraken]]s. Comes in a variety of 11 colors.<br />
</td></tr><tr><td align="right"><br />
[[Image:White pearl.jpg]]<br />
</td><td><br />
'''[[White Pearl]]s'''<br />
<br /><br />
Used to make [[Pendant of the Magi]], [[Arcanist's Wild Staff]], [[Lightweight Shortbow]], [[Spellblade of Defense]], [[Luckblade]], and the [[Adventurer's Machete]]. These can be sold at a fairly decent cost.<br />
</td></tr><br />
<tr><td align="right"><br />
[[Image:Big fish.gif]]<br />
</td><td><br />
'''Big Fish'''<br />
<br /><br />
A rare fish that one can use a [[Taxidermy Kit]] on to make a nice looking trophy. When caught, a big fish lands at your feet, not in your [[backpack]]. Their weight is random, the heavier it is, the more rare. Both weight and the fisherman's name will be displayed on the trophy, but only if the fish weighed more than 20 stones.<br />
<br />
Lightest Big Fish: 1 Stone by Tolo Da'Pesca<br />
Heaviest Big Fish: 225 Stones by Rowan of the Origin Shard.<br />
</td></tr><br />
<tr><td align="right"><br />
[[Image:Delicate scales.png]]<br />
</td><td><br />
'''[[Delicate_Scales]]'''<br />
<br /><br />
Used in [[Imbuing]] to add Use Best Weapon Skill (UBWS).<br />
</td></tr><br />
<tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 90%<br />
</th></tr><tr><td align="right"><br />
[[Image:Map.gif]]<br />
</td><td><br />
'''[[Treasure Map]]'''<br />
<br /><br />
You can fish up a level 1 treasure map that is for a land adventure of very easy standards. Most new players can handle the spawns from a level 1 treasure map.<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 100%<br />
</th></tr><tr><td align="right"><br />
[[Image:Bottle_of_ale.gif]]<br />
</td><td><br />
'''[[Message in a Bottle]]''' aka: MiB<br />
<br /><br />
When used it will turn into a waterstained SOS. Or if you're lucky it will turn into an Ancient SOS, which about 1 in 25 does.<br />
<br />
Each MiB you fish up will also spawn a sea serpent. The serpent will have the bottle on its corpse and you must kill it to retrieve the bottle.<br />
</td></tr><br />
</table><br />
<br />
== 4x4 Fishing ==<br />
While fishing on a boat or on a pier you can do what is called 4x4 fishing. This is where you target 4 spaces to the NE, SE, SW, and NW of your character while fishing. You can farm each of these locations for quite a while before having to move on again. Remember, you will need to move 12 spaces instead of just 8 to begin fishing again.<br />
<br />
[[Image:4x4 fishing.png]]<br />
<br />
<br />
==See Also==<br />
* [[Boat]]<br />
* [http://guide.uo.com/skill_18.html Fishing page on UO.com]<br />
<br />
[[Category:Skills]][[Category:Fishing]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42963Siege Perilous2010-04-28T07:59:19Z<p>Urine: removed some outdated rate-over-time information; it's also up-to-date already in an above section</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with non-[[Siege]]/[[Mugen]] [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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.<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42962Siege Perilous2010-04-28T07:54:14Z<p>Urine: /* General */</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with non-[[Siege]]/[[Mugen]] [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Ok, so what does all of this mean for advancing skills and stats on Siege Perilous? <br />
<br />
Skill points for skills under 70 points will gain as normal shards. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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. <br />
<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42961Siege Perilous2010-04-28T07:53:30Z<p>Urine: /* General */</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with production-shard [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Ok, so what does all of this mean for advancing skills and stats on Siege Perilous? <br />
<br />
Skill points for skills under 70 points will gain as normal shards. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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. <br />
<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42960Siege Perilous2010-04-28T07:52:51Z<p>Urine: /* General */</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource|resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with production-shard [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Ok, so what does all of this mean for advancing skills and stats on Siege Perilous? <br />
<br />
Skill points for skills under 70 points will gain as normal shards. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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. <br />
<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42959Siege Perilous2010-04-28T07:52:11Z<p>Urine: /* General */</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* [[Resource|resources|resource]] drops (such as the [[wood]] that comes from [[lumberjacking]] or the [[ore]] that comes from [[mining]]) are NOT doubled as they are with production-shard [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Ok, so what does all of this mean for advancing skills and stats on Siege Perilous? <br />
<br />
Skill points for skills under 70 points will gain as normal shards. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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. <br />
<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Siege_Perilous&diff=42958Siege Perilous2010-04-28T07:50:16Z<p>Urine: /* General */</p>
<hr />
<div>[[Image:siege_medallion.jpg|frame|right]]<br />
{{tocright}}<br />
Siege Perilous is a special ruleset [[shard]] that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was [[Runesabre]].<br />
==Lore==<br />
<i>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.<br />
<br />
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.</i><br />
==Features==<br />
Siege offers new or different rules from other shards which increase player challenge. It has become commonly referred to as the [[Siege Ruleset]], which is also duplicated on the [[Mugen]] shard for Japanese players.<br />
===General===<br />
* No [[Item Insurance]]<br />
* No [[Trammel]] facet<br />
* [[Felucca]] ruleset on all remaining facets ([[Ilshenar]], [[Malas]], etc.)<br />
* Resource drops are NOT doubled as they are with production-shard [[Felucca]] facets<br />
* Each player can use a [[Personal Bless]] on one item, activated via [[Contextual Menu]]<br />
* [[Character Transfer]] is prohibited to and from Siege<br />
* Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly<br />
* The title “Murderer” has been done away with, murderers will now show their karma/fame title<br />
<br />
===Skills & Stats===<br />
* [[Rate Over Time]] skill gain<br />
**Skill points for skills less than 70 points will gain as normal shards. <br />
**Skill points for skills between 70 and 79.9 points will gain a maximum of 5 points per day with a minimum of 5 minutes between points gained. (250 minutes min to gain 5.0 skill) <br />
**Skill points for skills between 80 and 89.9 will gain at a maximum of 4.0 points per day with a minimum of 8 minutes between points gained. (320 minutes min to gain 4.0 skill) <br />
**Skill points for skills between 90 and 99.9 will gain at a maximum of 3.0 points per day with a minimum of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 100 and 109.9 will gain at a maximum of 3.0 skill points per day with a minimum of 15 minutes between points gained. (450 minutes min to gain 3.0 skill points) <br />
**Skill points for skills between 110 and 120 will gain at a maximum of 2.0 skill points per day with a minimum of 15 minutes between points gained. (300 minutes min to gain 2.0 skill points) <br />
*Players will be allowed to gain 15 stat points a day.<br />
* 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<br />
* [[Arms Lore]] gives a crafting bonus every 12.5 skill instead of 20 on production shards<br />
<br />
===Spells===<br />
* No [[Recall]] or [[Sacred Journey]] spells<br />
* The spells [[Blade Spirits]] and [[Energy Vortex]] have been weakened significantly<br />
* [[Telekinesis]] will not work on trapped or locked chests<br />
===Items===<br />
* Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use<br />
* [[7th Anniversary|7th Anniversary Items]] are not blessed<br />
<br />
===NPCs===<br />
* Shopkeeper [[NPC]]s do not buy items from players<br />
* Shopkeeper NPCs charge 3x more for the items they sell<br />
* Shopkeeper NPCs do not sell any resources ([[Ingot]]s, [[Cloth]], etc.))<br />
* [[Hireling]] NPCs charge 3x more for their services<br />
* NPCs do not carry gold in their [[backpack]]s, preventing it from being stolen or looted on death<br />
===Hero/Evil System===<br />
* [Details Forthcoming]<br />
==UOStuff==<br />
Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except [[Mugen]]. The [[Siege ruleset]] can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.<br />
<br />
A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. <br />
Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety.<br />
More detail can be found [http://www.siegeperilous.net here].<br />
<br />
Historically, the best places to meet were [[Moonglow]], and [[Britain]], specifically the West Britain Bank. However, that changed when the [[Britain Invasion]] flooded [[Britain]] with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to [[Luna]]. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near [[Cove]], are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. <br />
One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.<br />
<br />
It is possible to play 'solo' on Siege, but it will not be an easy life. <br />
Even with the creation of [[Soulstone]]s, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go. <br />
<br />
For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. <br />
Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to [[Siege Bless]] it, or are able to [[Siege_Factions#Faction_Bless|Faction Bless]] it.<br />
===Ruleset===<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
==== Your Character ====<br />
There will be only one character slot available per account. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Ok, so what does all of this mean for advancing skills and stats on Siege Perilous? <br />
<br />
Skill points for skills under 70 points will gain as normal shards. <br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.<br />
<br />
<br />
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. <br />
<br />
<br />
==== Townsfolk ====<br />
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! <br />
<br />
<br />
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<br />
<br />
They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.<br />
<br />
<br />
Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services. <br />
<br />
NPC's won't train your skills.<br />
<br />
<br />
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. <br />
<br />
<br />
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. <br />
<br />
<br />
==== Magic ====<br />
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function. <br />
<br />
<br />
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land. <br />
<br />
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. <br />
<br />
Telekinesis will not work on trapped or locked chests.<br />
<br />
<br />
==== Blessing and Item Insurance ====<br />
Item Insurance do not work on Siege at all. However Siege do have [[Siege Bless]].<br />
<br />
Only a few items are blessed on Siege. <br />
<br />
Spell, rune and BoD books are blessed. <br />
<br />
Reward items are blessed.<br />
<br />
The 7th AE items which were claimed at the time of release are blessed.<br />
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.<br />
<br />
AoS clothes are blessed.<br />
<br />
Clothing Bless Deeds can bless clothing items without magic mods.<br />
<br />
'Newbied' clothes still exist, though are no longer created.<br />
<br />
Peerless resources are not blessed.<br />
<br />
==== Breaking the Law ====<br />
<br />
Adventurers of ill repute will quickly notice that [[Siege Perilous]] has different rules for <br />
murders. <br />
<br />
Characters that hue red will not be attacked by [[guard]]s when they venture into [[town]]. [[Healing]] a [[red]] character is a [[criminal]] offence, but will not get you [[guard whacked]]. <br />
<br />
[[Criminal]]s may travel the [[wilderness]] without worry of guards, as they will not [[patrol]] the wilderness areas. <br />
<br />
<br />
'''Additionally:''' <br />
<br />
There will be [[Wandering Healer]]s willing to resurrect those that stray from the path of [[good]]. (only on the old [[Felucca]] [[facet]]) <br />
<br />
The portal to the lawless town of [[Buccaneers’ Den]] is not present, but a moongate does exist.<br />
<br />
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. <br />
<br />
The Hero/Evil system will be present on Siege Perilous as a part of [[factions]].<br />
<br />
==== Skills ====<br />
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. <br />
<br />
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. <br />
<br />
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. <br />
<br />
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)<br />
<br />
Those seeking to gain treasure from 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.<br />
<br />
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)<br />
<br />
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)<br />
<br />
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. <br />
<br />
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. <br />
<br />
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. <br />
<br />
<br />
==== Monsters and Players ====<br />
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!<br />
<br />
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.<br />
<br />
Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. <br />
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.<br />
===Factions===<br />
[[Faction]]s is active on Siege Perilous, with a different ruleset than other shards.<br />
<br />
The [[True Britannians]] and [[Council of Mages]] factions will be considered "Hero" factions. The [[Shadowlords]] and [[Minax]] factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system. <br />
<br />
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity. <br />
<br />
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points. <br />
<br />
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:<br />
<br />
[[Minax]]: Ogre Lords<br />
[[Council of Mages]]: Wisps<br />
[[True Britannians]]: Silver Serpents<br />
[[Shadowlords]]: Daemons<br />
<br />
Summoned Daemons will behave in their normal manner towards [[Shadowlords]] members.<br />
<br />
An enemy faction's monsters will appear in an orange hue.<br />
<br />
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each.<br />
The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time. <br />
<br />
The maximum number of lifeforce attainable is 100 points. <br />
<br />
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects: <br />
<br />
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) <br />
While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items. <br />
<br />
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero <br />
character to scan the area for Evil, and Evil to scan for good) <br />
<br />
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil) <br />
<br />
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a <br />
silver steed for Hero character to ride, or dark steed for Evil character) <br />
<br />
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active)<br />
(This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at [[Champion Spawns]], thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)<br />
<br />
<br />
<div id="Faction_Bless">Faction Bless (60 lifeforce points, duration 30 minutes ; allows the member to bless any equipped item)</div><br />
<br />
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.<br />
<br />
==See Also==<br />
* [[Mugen]] - The Asian version of Siege<br />
* [[Siege Ruleset]]<br />
* [http://guide.uo.com/siege_0.html UO.com Playguide on Siege Perilous] - ''Note: some information is out of date''<br />
* [http://boards.stratics.com/php-bin/uo/postlist.php?Board=uosiegeperil UO Stratics Siege Perilous Forum] - The most active forum pertaining to Siege Perilous<br />
* [http://uohoc.stratics.com/logs/1999-07-15-pub.shtml July 15, 1999 UO House of Commons] - A chat log with questions and answers on Siege.<br />
* [[Siege Perilous:Barter Town|Barter Town]] - A player-run community on Siege Perilous.<br />
<br />
[[Category:Shards]]</div>Urinehttps://www.uoguide.com/index.php?title=Leather&diff=42957Leather2010-04-28T07:44:44Z<p>Urine: /* Creature Drop Rates */</p>
<hr />
<div>[[Image:Hide_spined.jpg|frame|left|Spined Hide]][[Image:Hide_barbed.jpg|frame|left|Barbed Hide]]<br />
<br />
'''Leather''' is one of the material types used by [[Tailoring|Tailors]] in [[Ultima Online]]. It can be purchased from [[NPC]] [[vendor]]s, but is usually harvested from corpses. Mostly it is used to craft [[Armor]].<br />
<br />
In order to obtain leather, you must first kill a creature then use a [[Bladed|bladed weapon]] on the body. The '''Leather Hides''' will then be placed on the corpse for you to collect. These [[Weight|weigh]] five [[stone]]s each, but can be converted to normal "cut" leather by using [[Scissors]] on them (reducing the weight down to a stone apiece). Either way leather is stackable.<br />
<br />
Another way to harvest leather is to skin creatures with a [[Skinning Knife]] equipped. This way, the hides are automatically converted to leather then placed in your backpack. The same effect is also possessed by the [[Butcher's War Cleaver]], except that this weapon is not required to be equipped for the automatic harvesting to "cut leather". Note also, that both will leave the cut leather on the corpse being skinned, if the weight of one's equipment is approximately 350 stones or more. This bug is believed to be related to the maximum capacity of backpacks from prior to [[Mondain's Legacy]], but actual confirmation has not been forthcoming from EA. <br />
<br />
Hides can be turned in for reward points in the [[Britain Library Collection]].<br><br><br />
<br />
==Leather Types==<br />
There are 4 different kinds of leather: Normal, Spined, Horned and Barbed. The three special types give additional properties to [[Tailoring|Tailor]] crafted armor:<br />
<br />
<br />
<center><br />
{| style="border:1px solid #9F3215; border-collapse:collapse;"<br />
! style="background:#9F3215; color:#FFFFFF;" | Leather<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather.png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Spined).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Horned).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Barbed).png]]<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | Armor<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Normal<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Spined<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Horned<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Barbed<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Physical resist icon.png]] [[Resistances|Physical Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Fire resist icon.png]] [[Resistances|Fire Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |1<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Cold resist icon.png]] [[Resistances|Cold Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Poison resist icon.png]] [[Resistances|Poison Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Energy resist icon.png]] [[Resistances|Energy Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |4<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Resistances|Armor Totals]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |0<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+11<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+12<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Luck]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |40<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Tailoring|Tailoring Required]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |65<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |80<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |99<br />
|}<br />
</center><br><br><br />
<br />
==Creature Drop Rates==<br />
<br />
<center><table style="width: 100%;><tr style="vertical-align: top;"><td style="width: 25%;"><br />
<br />
<center>'''Plain'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Greater Mongbat]]<br />
|6<br />
|-<br />
|[[Brown Bear]], [[Black Bear]]<br />
|12<br />
|-<br />
|[[Cow]]<br />
|12<br />
|-<br />
|[[Llama]]<br />
|12<br />
|-<br />
|[[Mountain Goat]]<br />
|12<br />
|-<br />
|[[Walrus]]<br />
|12<br />
|-<br />
|[[Bull]]<br />
|15<br />
|-<br />
|[[Great Hart]]<br />
|15<br />
|-<br />
|[[Grizzly Bear]]<br />
|16<br />
|-<br />
|[[Polar Bear]]<br />
|16<br />
|-<br />
|[[Swamp Dragon]]<br />
|20<br />
|-<br />
|[[Hydra]], [[Abscess]]<br />
|40<br />
|-<br />
|[[Thrasher]]<br />
|48<br />
|-<br />
|[[Hiryu]], [[Lesser Hiryu]]<br />
|60<br />
|-<br />
<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Spined'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Imp]]<br />
|6<br />
|-<br />
|[[Centaur]]<br />
|8<br />
|-<br />
|[[Ratman]], all types<br />
|8<br />
|-<br />
|[[Giant Toad]]<br />
|12<br />
|-<br />
|[[Ridgeback]]<br />
|12<br />
|-<br />
|[[Lizardman]]<br />
|12<br />
|-<br />
|[[Lava Lizard]]<br />
|14<br />
|-<br />
|[[Giant Ice Serpent]]<br />
|15<br />
|-<br />
|[[Giant Serpent]]<br />
|15<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Horned'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Ki-Rin]]<br />
|10<br />
|-<br />
|[[Sea Serpent]], [[Deep Sea Serpent]]<br />
|10<br />
|-<br />
|[[Unicorn]]<br />
|10<br />
|-<br />
|[[Drake]]<br />
|20<br />
|-<br />
|[[Wyvern]]<br />
|20<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Barbed'''</center><br />
{| border="1" width=100%<br />
|-<br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Nightmare]]<br />
|10<br />
|-<br />
|[[Ancient Wyrm]]<br />
|20<br />
|-<br />
|[[Dragon]]<br />
|20<br />
|-<br />
|[[White Wyrm]]<br />
|20<br />
|-<br />
|[[Greater Dragon]]<br />
|30<br />
|-<br />
|}<br />
<br />
</td></tr></table></center><br />
<br />
Leather is affected by the "double resources" rule in the Felucca ruleset. Also, Humans gain ten percent more leather when skinning (22 instead of 20, 53 instead of 48, etc.), rounded up. For Humans hunting in Felucca, base amount is doubled, then the 10% bonus is applied, for purposes of rounding off fractions.<br />
<br />
For example, an [[Elves|elf]] hunting [[Giant Serpent]]s in [[Trammel]] would get 15 spined leather per kill, while a [[human]] hunting the same creatures would get 17 spined leather per kill (15 x 110% = 16.5, rounding up to 17).<br><br />
In [[Felucca]], against the same creature type, an [[Elves|elf]] would get 30 spined leather(15 x 2) per kill, while a [[human]] would get 33 ((15 x 2) x 110%).<br><br><br />
<br />
{{Resources}}<br />
<br />
[[Category:Resources]][[Category:Tailoring]]</div>Urinehttps://www.uoguide.com/index.php?title=Gargish_jewelry&diff=42956Gargish jewelry2010-04-28T07:43:00Z<p>Urine: </p>
<hr />
<div>Exceptional gargish earrings and necklaces, crafted by a tinker with 100 skill (and 100 in [[Arms Lore]]) on [[Siege Perilous]], are created with resists seemingly always summing to 33.</div>Urinehttps://www.uoguide.com/index.php?title=Gargish_jewelry&diff=42955Gargish jewelry2010-04-28T07:42:18Z<p>Urine: </p>
<hr />
<div>Exceptional gargish earrings and necklaces, crafted by a tinker with 100 skill (and 100 in [[arms lore]]) on [[Siege Perilous]], are created with resists seemingly always summing to 33.</div>Urinehttps://www.uoguide.com/index.php?title=Gargish_jewelry&diff=42954Gargish jewelry2010-04-28T07:41:28Z<p>Urine: </p>
<hr />
<div>Exceptional gargish earrings and necklaces, crafted by a tinker with 100 skill (and 100 in arms lore) on Siege Perilous, are created with resists seemingly always summing to 33.</div>Urinehttps://www.uoguide.com/index.php?title=Leather&diff=42953Leather2010-04-28T07:39:49Z<p>Urine: /* Creature Drop Rates */</p>
<hr />
<div>[[Image:Hide_spined.jpg|frame|left|Spined Hide]][[Image:Hide_barbed.jpg|frame|left|Barbed Hide]]<br />
<br />
'''Leather''' is one of the material types used by [[Tailoring|Tailors]] in [[Ultima Online]]. It can be purchased from [[NPC]] [[vendor]]s, but is usually harvested from corpses. Mostly it is used to craft [[Armor]].<br />
<br />
In order to obtain leather, you must first kill a creature then use a [[Bladed|bladed weapon]] on the body. The '''Leather Hides''' will then be placed on the corpse for you to collect. These [[Weight|weigh]] five [[stone]]s each, but can be converted to normal "cut" leather by using [[Scissors]] on them (reducing the weight down to a stone apiece). Either way leather is stackable.<br />
<br />
Another way to harvest leather is to skin creatures with a [[Skinning Knife]] equipped. This way, the hides are automatically converted to leather then placed in your backpack. The same effect is also possessed by the [[Butcher's War Cleaver]], except that this weapon is not required to be equipped for the automatic harvesting to "cut leather". Note also, that both will leave the cut leather on the corpse being skinned, if the weight of one's equipment is approximately 350 stones or more. This bug is believed to be related to the maximum capacity of backpacks from prior to [[Mondain's Legacy]], but actual confirmation has not been forthcoming from EA. <br />
<br />
Hides can be turned in for reward points in the [[Britain Library Collection]].<br><br><br />
<br />
==Leather Types==<br />
There are 4 different kinds of leather: Normal, Spined, Horned and Barbed. The three special types give additional properties to [[Tailoring|Tailor]] crafted armor:<br />
<br />
<br />
<center><br />
{| style="border:1px solid #9F3215; border-collapse:collapse;"<br />
! style="background:#9F3215; color:#FFFFFF;" | Leather<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather.png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Spined).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Horned).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Barbed).png]]<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | Armor<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Normal<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Spined<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Horned<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Barbed<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Physical resist icon.png]] [[Resistances|Physical Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Fire resist icon.png]] [[Resistances|Fire Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |1<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Cold resist icon.png]] [[Resistances|Cold Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Poison resist icon.png]] [[Resistances|Poison Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Energy resist icon.png]] [[Resistances|Energy Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |4<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Resistances|Armor Totals]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |0<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+11<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+12<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Luck]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |40<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Tailoring|Tailoring Required]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |65<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |80<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |99<br />
|}<br />
</center><br><br><br />
<br />
==Creature Drop Rates==<br />
<br />
<center><table style="width: 100%;><tr style="vertical-align: top;"><td style="width: 25%;"><br />
<br />
<center>'''Plain'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Greater Mongbat]]<br />
|6<br />
|-<br />
|[[Brown Bear]], [[Black Bear]]<br />
|12<br />
|-<br />
|[[Cow]]<br />
|12<br />
|-<br />
|[[Llama]]<br />
|12<br />
|-<br />
|[[Mountain Goat]]<br />
|12<br />
|-<br />
|[[Walrus]]<br />
|12<br />
|-<br />
|[[Bull]]<br />
|15<br />
|-<br />
|[[Great Hart]]<br />
|15<br />
|-<br />
|[[Grizzly Bear]]<br />
|16<br />
|-<br />
|[[Polar Bear]]<br />
|16<br />
|-<br />
|[[Swamp Dragon]]<br />
|20<br />
|-<br />
|[[Hydra]], [[Abscess]]<br />
|40<br />
|-<br />
|[[Thrasher]]<br />
|48<br />
|-<br />
|[[Hiryu]], [[Lesser Hiryu]]<br />
|60<br />
|-<br />
<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Spined'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Imp]]<br />
|6<br />
|-<br />
|[[Centaur]]<br />
|8<br />
|-<br />
|[[Ratman]], all types<br />
|8<br />
|-<br />
|[[Giant Toad]]<br />
|12<br />
|-<br />
|[[Ridgeback]]<br />
|12<br />
|-<br />
|[[Lizardman]]<br />
|12<br />
|-<br />
|[[Lava Lizard]]<br />
|14<br />
|-<br />
|[[Giant Ice Serpent]]<br />
|15<br />
|-<br />
|[[Giant Serpent]]<br />
|15<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Horned'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Ki-Rin]]<br />
|10<br />
|-<br />
|[[Sea Serpent]],[[Deep Sea Serpent]]<br />
|10<br />
|-<br />
|[[Unicorn]]<br />
|10<br />
|-<br />
|[[Drake]]<br />
|20<br />
|-<br />
|[[Wyvern]]<br />
|20<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Barbed'''</center><br />
{| border="1" width=100%<br />
|-<br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Nightmare]]<br />
|10<br />
|-<br />
|[[Ancient Wyrm]]<br />
|20<br />
|-<br />
|[[Dragon]]<br />
|20<br />
|-<br />
|[[White Wyrm]]<br />
|20<br />
|-<br />
|[[Greater Dragon]]<br />
|30<br />
|-<br />
|}<br />
<br />
</td></tr></table></center><br />
<br />
Leather is affected by the "double resources" rule in the Felucca ruleset. Also, Humans gain ten percent more leather when skinning (22 instead of 20, 53 instead of 48, etc.), rounded up. For Humans hunting in Felucca, base amount is doubled, then the 10% bonus is applied, for purposes of rounding off fractions.<br />
<br />
For example, an [[Elves|elf]] hunting [[Giant Serpent]]s in [[Trammel]] would get 15 spined leather per kill, while a [[human]] hunting the same creatures would get 17 spined leather per kill (15 x 110% = 16.5, rounding up to 17).<br><br />
In [[Felucca]], against the same creature type, an [[Elves|elf]] would get 30 spined leather(15 x 2) per kill, while a [[human]] would get 33 ((15 x 2) x 110%).<br><br><br />
<br />
{{Resources}}<br />
<br />
[[Category:Resources]][[Category:Tailoring]]</div>Urinehttps://www.uoguide.com/index.php?title=Leather&diff=42952Leather2010-04-28T07:39:00Z<p>Urine: /* Creature Drop Rates */</p>
<hr />
<div>[[Image:Hide_spined.jpg|frame|left|Spined Hide]][[Image:Hide_barbed.jpg|frame|left|Barbed Hide]]<br />
<br />
'''Leather''' is one of the material types used by [[Tailoring|Tailors]] in [[Ultima Online]]. It can be purchased from [[NPC]] [[vendor]]s, but is usually harvested from corpses. Mostly it is used to craft [[Armor]].<br />
<br />
In order to obtain leather, you must first kill a creature then use a [[Bladed|bladed weapon]] on the body. The '''Leather Hides''' will then be placed on the corpse for you to collect. These [[Weight|weigh]] five [[stone]]s each, but can be converted to normal "cut" leather by using [[Scissors]] on them (reducing the weight down to a stone apiece). Either way leather is stackable.<br />
<br />
Another way to harvest leather is to skin creatures with a [[Skinning Knife]] equipped. This way, the hides are automatically converted to leather then placed in your backpack. The same effect is also possessed by the [[Butcher's War Cleaver]], except that this weapon is not required to be equipped for the automatic harvesting to "cut leather". Note also, that both will leave the cut leather on the corpse being skinned, if the weight of one's equipment is approximately 350 stones or more. This bug is believed to be related to the maximum capacity of backpacks from prior to [[Mondain's Legacy]], but actual confirmation has not been forthcoming from EA. <br />
<br />
Hides can be turned in for reward points in the [[Britain Library Collection]].<br><br><br />
<br />
==Leather Types==<br />
There are 4 different kinds of leather: Normal, Spined, Horned and Barbed. The three special types give additional properties to [[Tailoring|Tailor]] crafted armor:<br />
<br />
<br />
<center><br />
{| style="border:1px solid #9F3215; border-collapse:collapse;"<br />
! style="background:#9F3215; color:#FFFFFF;" | Leather<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather.png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Spined).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Horned).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Barbed).png]]<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | Armor<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Normal<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Spined<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Horned<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Barbed<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Physical resist icon.png]] [[Resistances|Physical Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Fire resist icon.png]] [[Resistances|Fire Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |1<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Cold resist icon.png]] [[Resistances|Cold Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Poison resist icon.png]] [[Resistances|Poison Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Energy resist icon.png]] [[Resistances|Energy Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |4<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Resistances|Armor Totals]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |0<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+11<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+12<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Luck]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |40<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Tailoring|Tailoring Required]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |65<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |80<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |99<br />
|}<br />
</center><br><br><br />
<br />
==Creature Drop Rates==<br />
<br />
<center><table style="width: 100%;><tr style="vertical-align: top;"><td style="width: 25%;"><br />
<br />
<center>'''Plain'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Greater Mongbat]]<br />
|6<br />
|-<br />
|[[Brown Bear]], [[Black Bear]]<br />
|12<br />
|-<br />
|[[Cow]]<br />
|12<br />
|-<br />
|[[Llama]]<br />
|12<br />
|-<br />
|[[Mountain Goat]]<br />
|12<br />
|-<br />
|[[Walrus]]<br />
|12<br />
|-<br />
|[[Bull]]<br />
|15<br />
|-<br />
|[[Great Hart]]<br />
|15<br />
|-<br />
|[[Grizzly Bear]]<br />
|16<br />
|-<br />
|[[Polar Bear]]<br />
|16<br />
|-<br />
|[[Swamp Dragon]]<br />
|20<br />
|-<br />
|[[Hydra]], [[Abscess]]<br />
|40<br />
|-<br />
|[[Thrasher]]<br />
|48<br />
|-<br />
|[[Hiryu]], [[Lesser Hiryu]]<br />
|60<br />
|-<br />
<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Spined'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Imp]]<br />
|6<br />
|-<br />
|[[Centaur]]<br />
|8<br />
|-<br />
|[[Ratman]], all types<br />
|8<br />
|-<br />
|[[Giant Toad]]<br />
|12<br />
|-<br />
|[[Ridgeback]]<br />
|12<br />
|-<br />
|[[Lizardman]]<br />
|12<br />
|-<br />
|[[Lava Lizard]]<br />
|14<br />
|-<br />
|[[Giant Ice Serpent]]<br />
|15<br />
|-<br />
|[[Giant Serpent]]<br />
|15<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Horned'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Ki-Rin]]<br />
|10<br />
|-<br />
|[[Sea Serpent]/[Deep Sea Serpent]]<br />
|10<br />
|-<br />
|[[Unicorn]]<br />
|10<br />
|-<br />
|[[Drake]]<br />
|20<br />
|-<br />
|[[Wyvern]]<br />
|20<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Barbed'''</center><br />
{| border="1" width=100%<br />
|-<br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Nightmare]]<br />
|10<br />
|-<br />
|[[Ancient Wyrm]]<br />
|20<br />
|-<br />
|[[Dragon]]<br />
|20<br />
|-<br />
|[[White Wyrm]]<br />
|20<br />
|-<br />
|[[Greater Dragon]]<br />
|30<br />
|-<br />
|}<br />
<br />
</td></tr></table></center><br />
<br />
Leather is affected by the "double resources" rule in the Felucca ruleset. Also, Humans gain ten percent more leather when skinning (22 instead of 20, 53 instead of 48, etc.), rounded up. For Humans hunting in Felucca, base amount is doubled, then the 10% bonus is applied, for purposes of rounding off fractions.<br />
<br />
For example, an [[Elves|elf]] hunting [[Giant Serpent]]s in [[Trammel]] would get 15 spined leather per kill, while a [[human]] hunting the same creatures would get 17 spined leather per kill (15 x 110% = 16.5, rounding up to 17).<br><br />
In [[Felucca]], against the same creature type, an [[Elves|elf]] would get 30 spined leather(15 x 2) per kill, while a [[human]] would get 33 ((15 x 2) x 110%).<br><br><br />
<br />
{{Resources}}<br />
<br />
[[Category:Resources]][[Category:Tailoring]]</div>Urinehttps://www.uoguide.com/index.php?title=Leather&diff=42951Leather2010-04-28T07:37:57Z<p>Urine: /* Creature Drop Rates */</p>
<hr />
<div>[[Image:Hide_spined.jpg|frame|left|Spined Hide]][[Image:Hide_barbed.jpg|frame|left|Barbed Hide]]<br />
<br />
'''Leather''' is one of the material types used by [[Tailoring|Tailors]] in [[Ultima Online]]. It can be purchased from [[NPC]] [[vendor]]s, but is usually harvested from corpses. Mostly it is used to craft [[Armor]].<br />
<br />
In order to obtain leather, you must first kill a creature then use a [[Bladed|bladed weapon]] on the body. The '''Leather Hides''' will then be placed on the corpse for you to collect. These [[Weight|weigh]] five [[stone]]s each, but can be converted to normal "cut" leather by using [[Scissors]] on them (reducing the weight down to a stone apiece). Either way leather is stackable.<br />
<br />
Another way to harvest leather is to skin creatures with a [[Skinning Knife]] equipped. This way, the hides are automatically converted to leather then placed in your backpack. The same effect is also possessed by the [[Butcher's War Cleaver]], except that this weapon is not required to be equipped for the automatic harvesting to "cut leather". Note also, that both will leave the cut leather on the corpse being skinned, if the weight of one's equipment is approximately 350 stones or more. This bug is believed to be related to the maximum capacity of backpacks from prior to [[Mondain's Legacy]], but actual confirmation has not been forthcoming from EA. <br />
<br />
Hides can be turned in for reward points in the [[Britain Library Collection]].<br><br><br />
<br />
==Leather Types==<br />
There are 4 different kinds of leather: Normal, Spined, Horned and Barbed. The three special types give additional properties to [[Tailoring|Tailor]] crafted armor:<br />
<br />
<br />
<center><br />
{| style="border:1px solid #9F3215; border-collapse:collapse;"<br />
! style="background:#9F3215; color:#FFFFFF;" | Leather<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather.png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Spined).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Horned).png]]<br />
| style="border:1px solid #9F3215; padding:3px;" | [[image:Leather_(Barbed).png]]<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | Armor<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Normal<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Spined<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Horned<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" | Barbed<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Physical resist icon.png]] [[Resistances|Physical Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Fire resist icon.png]] [[Resistances|Fire Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |1<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Cold resist icon.png]] [[Resistances|Cold Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Poison resist icon.png]] [[Resistances|Poison Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |3<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Image:Energy resist icon.png]] [[Resistances|Energy Resist]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |2<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |4<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Resistances|Armor Totals]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |0<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+5<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+11<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |+12<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Luck]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |40<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
|-<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px;" | [[Tailoring|Tailoring Required]]<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |65<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |80<br />
| style="border:1px solid #9F3215; padding:0px 5px 0px 5px; text-align:center;" |99<br />
|}<br />
</center><br><br><br />
<br />
==Creature Drop Rates==<br />
<br />
<center><table style="width: 100%;><tr style="vertical-align: top;"><td style="width: 25%;"><br />
<br />
<center>'''Plain'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Greater Mongbat]]<br />
|6<br />
|-<br />
|[[Brown Bear]], [[Black Bear]]<br />
|12<br />
|-<br />
|[[Cow]]<br />
|12<br />
|-<br />
|[[Llama]]<br />
|12<br />
|-<br />
|[[Mountain Goat]]<br />
|12<br />
|-<br />
|[[Walrus]]<br />
|12<br />
|-<br />
|[[Bull]]<br />
|15<br />
|-<br />
|[[Great Hart]]<br />
|15<br />
|-<br />
|[[Grizzly Bear]]<br />
|16<br />
|-<br />
|[[Polar Bear]]<br />
|16<br />
|-<br />
|[[Swamp Dragon]]<br />
|20<br />
|-<br />
|[[Hydra]], [[Abscess]]<br />
|40<br />
|-<br />
|[[Thrasher]]<br />
|48<br />
|-<br />
|[[Hiryu]], [[Lesser Hiryu]]<br />
|60<br />
|-<br />
<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Spined'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Imp]]<br />
|6<br />
|-<br />
|[[Centaur]]<br />
|8<br />
|-<br />
|[[Ratman]], all types<br />
|8<br />
|-<br />
|[[Giant Toad]]<br />
|12<br />
|-<br />
|[[Ridgeback]]<br />
|12<br />
|-<br />
|[[Lizardman]]<br />
|12<br />
|-<br />
|[[Lava Lizard]]<br />
|14<br />
|-<br />
|[[Giant Ice Serpent]]<br />
|15<br />
|-<br />
|[[Giant Serpent]]<br />
|15<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Horned'''</center><br />
{| border="1" width=100%<br />
|- <br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Ki-Rin]]<br />
|10<br />
|-<br />
|[[Sea Serpent/Deep Sea Serpent]]<br />
|10<br />
|-<br />
|[[Unicorn]]<br />
|10<br />
|-<br />
|[[Drake]]<br />
|20<br />
|-<br />
|[[Wyvern]]<br />
|20<br />
|-<br />
|}<br />
<br />
</td><td style="width: 25%;"><br />
<br />
<center>'''Barbed'''</center><br />
{| border="1" width=100%<br />
|-<br />
! style="background-color:#9F3215; padding:5px"| Creature <br />
! style="background-color:#9F3215; padding:5px"| Amount<br />
|-<br />
|[[Nightmare]]<br />
|10<br />
|-<br />
|[[Ancient Wyrm]]<br />
|20<br />
|-<br />
|[[Dragon]]<br />
|20<br />
|-<br />
|[[White Wyrm]]<br />
|20<br />
|-<br />
|[[Greater Dragon]]<br />
|30<br />
|-<br />
|}<br />
<br />
</td></tr></table></center><br />
<br />
Leather is affected by the "double resources" rule in the Felucca ruleset. Also, Humans gain ten percent more leather when skinning (22 instead of 20, 53 instead of 48, etc.), rounded up. For Humans hunting in Felucca, base amount is doubled, then the 10% bonus is applied, for purposes of rounding off fractions.<br />
<br />
For example, an [[Elves|elf]] hunting [[Giant Serpent]]s in [[Trammel]] would get 15 spined leather per kill, while a [[human]] hunting the same creatures would get 17 spined leather per kill (15 x 110% = 16.5, rounding up to 17).<br><br />
In [[Felucca]], against the same creature type, an [[Elves|elf]] would get 30 spined leather(15 x 2) per kill, while a [[human]] would get 33 ((15 x 2) x 110%).<br><br><br />
<br />
{{Resources}}<br />
<br />
[[Category:Resources]][[Category:Tailoring]]</div>Urinehttps://www.uoguide.com/index.php?title=Fishing&diff=42663Fishing2010-04-12T07:11:02Z<p>Urine: /* Training */</p>
<hr />
<div>[[Image:Flag_fishing.gif|frame]]<br />
{{tocright}}<br />
''“I almost caught a fish this big! But it, um, got away.”''<br />
<br />
Vast oceans surround Britannia on all sides, and for centuries men and women have earned their keep fishing the coastal waters. In addition to an endless supply of fish, those skilled in fishing have been known to pull forth treasure, and danger, from the deep. <br />
<br />
In order to fish, you must be un-[[Mounts|mounted]] and holding a [[Fishing Pole]] in one hand.<br />
<br />
==Training==<br />
<br />
If you have a Crystal Ball of Knowledge, turn it on and try out different fishing locations until the ball reports "Optimal" skill level.<br />
<br />
* '''0 - 30''': Buy from [[NPC]] Fisher<br />
* '''30 - 50''': Fish in shallow water. Stand on the shore of islands such as [[Moonglow]] or [[Haven]] and walk around.<br />
* '''50 - 75''': Fish off of a dock, a few tiles from the shore. The farther out, the higher the skill level. A [[Crystal Ball of Knowledge|crystal ball]] comes in very handy.<br />
* '''75 - 100''': Fish in [[deep water]]. Deep water requires the use of a [[boat]] to reach. Get on one and sail around. Be prepared to fight [[Sea Serpent]]s. Gains after 85.0 are only possible in in deep water.<br />
<br />
When a fishing spot has been "used up" you will get the message "The fish don't seem to be biting here". Then is is time to move to another location.<br />
<br />
==Items==<br />
The following items can be fished up instead of normal fish.<br />
<table><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 0%<br />
</th></tr><tr><td align="right"><br />
[[Image:Sandals.gif]]<br />
</td><td><br />
'''Footwear'''<br />
<br /><br />
The true horror of fishing, these hordes of footwear will fill your [[backpack]]s up quickly. It is suggested to simply drop them as they just don't make any real [[gold]]. Though they are useful if you are planning on starting up a cobblary.<br />
</td></tr><tr><td align="right"><br />
[[Image:Fish purple.gif]]<br />
</td><td><br />
'''Normal Fish'''<br />
<br /><br />
These come in four colors, their color does not make any difference. They each will give 4 [[raw fish steaks]] each when cut with a [[bladed]] weapon.<br />
</td></tr><tr><td align="right"><br />
[[Image:Hghly_peculiar_fish.gif]]<br />
</td><td><br />
'''Highly Peculiar Fish'''<br />
<br /><br />
Restores your [[stamina]] by 10.<br />
</td></tr><tr><td align="right"><br />
[[Image:Prized_fish.gif]]<br />
</td><td><br />
'''Prized Fish'''<br />
<br /><br />
Raises your [[intelligence]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><td align="right"><br />
[[Image:Truly_rare_fish.gif]]<br />
</td><td><br />
'''Truly Rare Fish'''<br />
<br /><br />
Raises your [[strength]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><td align="right"><br />
[[Image:Wondrous_fish.gif]]<br />
</td><td><br />
'''Wondrous Fish'''<br />
<br /><br />
Raises your [[dexterity]] by 1 for a matter of about 5 seconds.<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 75%<br />
</th></tr><tr><td align="right"><br />
[[Image:Metal chest.gif]]<br />
</td><td><br />
'''Metal and Wood Chests'''<br />
<br /><br />
[[Treasure Chest|Treasure chests]] are fished up by the use of a [[Image:Rolled map.png]] [[Waterstained SOS]] from a [[Message in a Bottle]]. They are the only treasure chest that can be taken and used for home storage. These chests will carry a treasure rating of 1 - 3.<br />
</td></tr><tr><td align="right"><br />
[[Image:Ancient chest.gif]]<br />
</td><td><br />
'''Ancient Chests'''<br />
<br /><br />
This chest is fished up by use of an Ancient SOS. The chest is a level 4 treasure chest and always colored white. Inside these chests will also be a [[Fabled Fishing Net]] that will summon up a large group of sea monsters including the [[Leviathan]].<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 80%<br />
</th></tr><tr><td align="right"><br />
[[Image:Special fishing net.gif]]<br />
</td><td><br />
[[Special Fishing Net]]<br />
<br /><br />
These can be found as loot on sea serpents or in fished up treasure chests. When used, the net appears to throw out many fishing lines and a set of nasty monsters will spawn, consisting of [[Water Elemental]]s, [[Sea Serpent]]s, [[Deep Sea Serpent]]s and [[Kraken]]s. Comes in a variety of 11 colors.<br />
</td></tr><tr><td align="right"><br />
[[Image:White pearl.jpg]]<br />
</td><td><br />
'''[[White Pearl]]s'''<br />
<br /><br />
Used to make [[Pendant of the Magi]], [[Arcanist's Wild Staff]], [[Lightweight Shortbow]], [[Spellblade of Defense]], [[Luckblade]], and the [[Adventurer's Machete]]. These can be sold at a fairly decent cost.<br />
</td></tr><br />
<tr><td align="right"><br />
[[Image:Big fish.gif]]<br />
</td><td><br />
'''Big Fish'''<br />
<br /><br />
A rare fish that one can use a [[Taxidermy Kit]] on to make a nice looking trophy. When caught, a big fish lands at your feet, not in your [[backpack]]. Their weight is random, the heavier it is, the more rare. Both weight and the fisherman's name will be displayed on the trophy, but only if the fish weighed more than 20 stones.<br />
<br />
Lightest Big Fish: 1 Stone by Tolo Da'Pesca<br />
Heaviest Big Fish: 225 Stones by Rowan of the Origin Shard.<br />
</td></tr><br />
<tr><td align="right"><br />
[[Image:Delicate scales.png]]<br />
</td><td><br />
'''[[Delicate_Scales]]'''<br />
<br /><br />
Used in [[Imbuing]] to add Use Best Weapon Skill (UBWS).<br />
</td></tr><br />
<tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 90%<br />
</th></tr><tr><td align="right"><br />
[[Image:Map.gif]]<br />
</td><td><br />
'''[[Treasure Map]]'''<br />
<br /><br />
You can fish up a level 1 treasure map that is for a land adventure of very easy standards. Most new players can handle the spawns from a level 1 treasure map.<br />
</td></tr><tr><th colspan="2" bgcolor="#FFFFaa"><br />
Fishing Skill: 100%<br />
</th></tr><tr><td align="right"><br />
[[Image:Bottle_of_ale.gif]]<br />
</td><td><br />
'''[[Message in a Bottle]]''' aka: MiB<br />
<br /><br />
When used it will turn into a waterstained SOS. Or if you're lucky it will turn into an Ancient SOS, which about 1 in 25 does.<br />
<br />
Each MiB you fish up will also spawn a sea serpent. The serpent will have the bottle on its corpse and you must kill it to retrieve the bottle.<br />
</td></tr><br />
</table><br />
<br />
== 4x4 Fishing ==<br />
While fishing on a boat or on a pier you can do what is called 4x4 fishing. This is where you target 4 spaces to the NE, SE, SW, and NW of your character while fishing. You can farm each of these locations for quite a while before having to move on again. Remember, you will need to move 12 spaces instead of just 8 to begin fishing again.<br />
<br />
[[Image:4x4 fishing.png]]<br />
<br />
<br />
==See Also==<br />
* [[Boat]]<br />
* [http://guide.uo.com/skill_18.html Fishing page on UO.com]<br />
<br />
[[Category:Skills]][[Category:Fishing]]</div>Urinehttps://www.uoguide.com/index.php?title=Gargish_jewelry&diff=41451Gargish jewelry2010-03-28T11:50:49Z<p>Urine: Gargish Jewelry</p>
<hr />
<div>Exceptional gargish earrings and necklaces, crafted by a tinker with 100 skill (and 100 in arms lore) are created with resists seemingly always summing to 33.</div>Urine