On July 16 1999 another permanent
shard was introduced. Although there are many similarities between
Siege Perilous and the rest of the shards there are also a lot
of differences. First and foremost, this shard is meant for
the veteran player who knows how to build a character and is
able to set long-term goals. The newbie player most likely will
have a hard time getting started on this shard.
There was an article
in the Town Cryer written by "The Stranger"
which describes the fiction behind the shards in general and
Siege Perilous in particular. Also, a day before the opening
of the shard there was a House of Commons chat with the developers
about Siege Perilous. The log
of that chat is available for reading.
Many changes have been made to Siege Perilous since it's
inception. Below is
the current Siege Perilous rule set.
Siege Perilous uses the same rules as all the other shards,
with the following
(rather important) exceptions:
Your Character
- There will be only one character slot available per account.
- When creating your character, you will notice the items
put into your backpack at character creation will be a little
different than on other shards.
Regardless of which skills you choose, the starting equipment
will be the same:
25 ingots
Clothing, as normal (newbie items)
1 dagger (newbie items)
100 gold coins
25 ingots
1 shovel (newbie items)
1 bag, with 10 of each reagent
1 katana (newbie items)
Townsfolk
- The shopkeepers on Siege Perilous hoard their gold greedily
and will not buy items from players. The set price for NPC's
selling their wares/services is 3X that of normal shards.
However, 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.
- NPCs will not have any gold in their backpacks and therefore,
you will not be able to steal from them or kill them to
get their gold.
- Townspeople requesting escort will not travel with someone
who is already escorting another, you may only have one
escort at a time. As with all NPCs, they will not have any
items on their persons either and the only way they will
part with their gold is if you actually bring them to their
desired location.
- 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.
Magic
- Spellcasters adventuring in Siege Perilous should be wary
of the changes to their trade. Most noticeably, the spell
"recall" will not function.
- Telekinesis will not work on trapped or locked chests.
- You will not be able to mark runes in dungeons nor cast
Gate while in a dungeon.
- For those involved in faction or guild wars, it is vitally
important to note that direct damage spells will work in
towns.
- The spells Blade Spirits and Energy Vortex have been weakened
significantly.
Breaking the Law
- The biggest difference that individuals of ill repute
will notice about Siege Perilous is that there is no stat-loss
of any kind.
- Characters that hue red will not be attacked by guards
when they venture into town. Healing a red character is
a criminal offence, but will not get you guard whacked.
- There will be wandering healers willing to resurrect those
that stray from the path of good.
- The shrines will no longer forgive murderers of their
crimes (as they did on Abyss) and therefore, one cannot
remove their murder counts by visiting a shrine.
- 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.
- Murderers and Criminals will not be able to kick/ban others
from their home. In addition, if a murderer or flagged criminal
opens the door to a house in which a blue player has banned
players/monsters, the ban list for the house will be cleared.
- The title "Murderer" has been done away with,
murderers will now show their karma/fame title.
Skills
- Hiding will no longer be possible while taming; invisible
characters who begin taming will be revealed.
- Taming high level monsters (such as nightmares, wyrms,
and dragons) is twice as difficult.
- Bards will find some monsters are provoked less easily
since the skill "provocation" will now be difficulty-based.
The use of provocation will wear your instrument down, requiring
that you replace it from time to time.
- In addition to musical instruments, fishing poles, herding
crooks and axes used for lumberjacking will also wear down
with use.
- 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.
- Failing while tinkering will use resources. Also, when
a tinker fails at making a trap, he will always take damage.
- The following skills will not unhide you when they are
used: Snooping (when used succesfully), Detect Hidden, Item
Identification, Anatomy, Arms Lore, Animal Lore, Evaluate
Intellect, Forensics Evaluation, and Poisoning.
Rate over Time system
Siege Perilous is keeping the "Rate over Time" system,
also known as RoT system, as is Mugen. Powerhour is leaving
UO completely, and that includes Siege Perilous and Mugen
as well as the normal production shards. Siege Perilous and
Mugen skill gains will operate under the Guaranteed
Gain System until 70 real skill, after which Rate over
Time takes over.
Firstly, once you reach 70 in a skill, there will be intervals
of time limiting the amount you can gain in that skills. The
time per interval at which a skill can advance will lengthen
as the skill raises. For stats, the interval will remain constant
regardless of how high your stats are.
Secondly, both skills and stats will have daily caps on
the total amount of points you can gain in them in a given
day. For skills, this daily cap does not come into effect
until you reach 70.0 in that skill. This daily cap is cumulative
and affects the progress of all skills of 70.0 or higher.
Gains in skills below 70.0 will not count towards the daily
cap. For stats, the daily cap is set from the beginning and
remains the same throughout the development of your character.
After you hit the daily cap, skills can still be used as normal,
but no gains will be made on those skills above 70.0.
Ok, so what does all of this mean for advancing skills and
stats on Siege Perilous?
- Skill points for skills under 70 points will gain as normal
shards (using the Guaranteed Gain system).
- 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 20 minutes between point gained.
- Skill points for skills between 80 and 98.9 points will
gain a maximum of 2 points total per day, with a minimum
of 40 minutes between point gained.
- Skill points for skills 99.0 points and up will gain a
maximum of 2 points total per day, with a minimum of 60
minutes between point gained.
For stats (Strength, Dexterity, and Intelligence), the �rate-over-time�
system works a bit differently. During any given day, the maximum
total stat gain that can be achieved is 6 points (For example,
a character may gain 3 points in Strength, 2 points in Dexterity,
and 1 point in Intelligence, equaling 6 total points gained).
Stats will advance at constant time-based intervals and the
stat raised per interval will be determined by the skills that
one uses.
Using the training dummies for Swordsmanship, Macefighting,
Fencing, or Wrestling will stop producing gains in skill quicker
than on other shards.
Monsters and Players
- Black wisps: These creatures appear as "a wisp," but are
a noticeably darker color than their light blue counterparts.
These behave as monsters and will attack players on sight!
- Siege Perilous contains the Ilshenar facet. Ilshenar has
the "felucca ruleset" and allows faction fighting.
- Siege Perilous is geared towards group PvP, with many
large guilds of both PKs and Antis.
- One of the favorite expressions on Siege Perilous is that
blue does not always mean innocent, and red does not always
mean PK. Guild affiliation is a much more effective way
to determine which side of the battle a person is on than
hue is.
Factions (Hero/Evil)
- Factions is active on Siege
Perilous, with a different ruleset than other shards.
- 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.
- 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.
- 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.
- Faction characters will gain 1 lifeforce point for each
faction enemy monster which that character kills.
- The maximum number of lifeforce attainable is 100 points.
- 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:
- 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.)
- Detect Evil/Good (1 lifeforce point; duration is immediate;
allows Hero
character to scan the area for Evil, and Evil to scan
for good)
- 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)
- Bless (60 lifeforce points; duration is 30 minutes;
temporarily "blesses" one
equipable item, item will note time remaining)
- Silver/Dark Steed (30 lifeforce points; duration is
30 minutes; creates a
silver steed for Hero character to ride, or dark steed
for Evil character)
- Holy/Unholy Shield (40 lifeforce points; duration
is 60 minutes; character is
ignored by all monsters and faction guards while this
power is active)
- 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.
Changes to Combat and PvP (Publish 16)
- Unarmed "to-be-hit" changes (chance to get hit
while unarmed is now the better of either Wrestling skill,
or an average of Anatomy & Evaluate Intelligence).
- Players will no longer be able to "run away"
from arrows/bolts.
- The dexterity stat will no longer affect at what point
in the swing animation a hit or miss occurs.
- Mace weapons will now do less damage to armor than before
(but still more than other weapon types).
- Staff weapons will do the extra stamina damage that "true"
maces do (they still do not get the extra armor damage that
"true" maces get).
- The damage done by the earthquake spell has been increased.
- The 8th circle summoning spells will now have a normal
spellcasting delay.
- Purple potions deal extra damage based upon the thrower's
alchemy skill.
- Ethereal mounts will now have a 3-second "summoning"
delay.
- Bolas will now deal damage when successfully dismounting
their target.
- Bolas will no longer require the tactics skill to use.
- NPC archers will no longer be able to shoot from outside
the normal range.
- Player "bones" will now follow the same rules
as player corpses for being looted.
- Players will no longer be able to cut up the bodies of
players' characters.
- Red characters will not be able to gain Virtue, or use
any Virtue abilities.
- A character that joins a faction no longer receives a
reprieve on his murder counts.
Changes to the Dungeons and Lost
Lands areas of Felucca (Publish 16)
This only applies to the Dungeon and Lost Lands servers on
the actual Felucca facet on Siege Perilous and Mugen � even
though Trammel on Mugen, and Ilshenar on both shards operate
under the Felucca ruleset, this will not apply to those facets.
- Many Dungeon/LL areas of Felucca will contain "champion
spawn regions" (a.k.a. "Evil-in-a-Can").
- The various champions of evil and "The Harrower"
itself (a new champion monster, not to be confused with
the mere "tentacles
of the Harrower") that spawn in Dungeon/LL areas
of Felucca will carry special Scrolls of Power (detailed
further below).
- The Minax faction stronghold
will be relocated from the lost lands to another location
in Felucca (the mountains west of Trinsic).
- The city of Delucia
will no longer be a "faction city." However, the
city of Vesper will
become a faction city.
- Some new items that are available exclusively through
adventures in the Felucca dungeons and lost lands will be
"cursed" (the opposite of "blessed"),
meaning that they will be assured of staying on a player's
corpse upon death and be lootable.
- Note that characters that die in Feluccas dungeons
or Lost Lands areas on Siege Perilous or Mugen will not
have to wait 30 minutes before they are able to return,
as will occur on non-Siege shards.
- Note that ghosts will continue to be able
to enter the dungeons and Lost lands areas of Felucca on
Siege Perilous and Mugen (which is not the case on non-Siege
shards).
- Note that there will not be any special
limitations on what can is stealable or lootable while in
the Feluccan dungeons or Lost Lands areas (as there will
be on non-Siege shards).
Changes to "Criminal" and "Thief"
status (Publish 16)
- Innocents (blues) will no longer be able to negatively
affect other innocents through the following area effects
indirectly: purple potions, mass curse, meteor swarm, chain
lightning, earthquake, fire field, poison field, paralyze
field, blade spirits, or energy vortex. This applies to
all facets of Siege Perilous and Mugen.
- Stealing will no longer be considered an aggressive act,
although it will continue to be a criminal act (players
will not be able to report a thief for murder if they attack
the thief but lose the fight). This applies to all facets
of Siege Perilous and Mugen.
Increased reward in all of Felucca
(Publish 16)
This only applies to the actual Felucca facet on Siege Perilous
and Mugen - even though Trammel on Mugen, and Ilshenar on
both shards operate under the Felucca ruleset, this will not
apply to those facets.
- Felucca will have much of its spawn modified to include
fewer monsters overall, yet a much higher percentage of
medium to high-end monsters (liches, daemons, ancient wyrms,
blood elementals, etc.), and far fewer low-end monsters
(slimes, rats, snakes, headless', etc.).
- Monsters in Felucca will provide more Fame and Karma.
- Note that mines, trees and sheep will not
produce double the normal resources in the Felucca of Siege
shards, nor will all creatures that produce leather or feathers
produce doubled resources, as will occur on non-Siege shards.
Champion Spawn Changes (Publish
16)
Many changes have been made to the Champion
spawn ("Evil-in-a-Can") system. These changes are summarized
as follows:
- Champion status shrines to display progress in defeating
champion spawns
- Addition of an undead creature group to defeat
- New, dynamic, Felucca spawn locations in dungeon and
Lost Lands servers
- Ability to summon the "The Harrower" (super-champion
monster)
- New paperdoll titles
- "Champions of Evil" boss monsters will carry
Scrolls of Power (see Scrolls of Power below)
Scrolls of Power (Publish 16)
Scrolls of Power will allow veteran players to continue the
development and/or specialization of their characters.
- Skill Scrolls: : A new type of scroll will be added
that allows players to raise the limits of their possible
maximum skill values beyond 100.0 (up to 120.0).
- The player's skill will not actually be raised upon
using the scroll, but the cap on that skill will be
raised to the appropriate level, depending on which
scroll was used.
- These scrolls will only be found on "Champions of
Evil" that spawn in the Dungeons and Lost Lands areas
on the Felucca facet.
- For each eligible skill, there are 4 different types
of scrolls:
- +5.0 (raises the appropriate skill's limit to
105.0)
- +10.0 (raises the appropriate skill's limit to
110.0)
- +15.0 (raises the appropriate skill's limit to
115.0)
- +20.0 (raises the appropriate skill's limit to
120.0)
- The skill scrolls are not cumulative (you must use
one +20.0 skill scroll to reach a maximum value of 120.0
skill; that character cannot use four separate +5.0
skill scrolls to achieve the same result).
- Once a scroll of a given type and value has been used,
scrolls of lesser or equal type and value can no longer
be used (ie: if you use a +10.0 Magery skill scroll
to raise your Magery skill limit to 110.0, that character
can no longer use any +5.0 or +10.0 Magery skill scrolls).
- The more powerful scrolls will spawn less frequently
than less powerful scrolls.
- Once a player uses the skill scroll and raises their
skill limit, they will then be able to gain in that
skill (through normal means) until they reach their
new skill limit.
- The basic skill cap will remain at 700 (or max. 720
because of Veteran Rewards), and all skill points gained
above 100.0 continue to count against the player's skill
cap (if the player is a "7x GM" and wants to raise 5
skills to 120.0, they would have to lower 1 of their
GM skills and eventually become a 5x 120, 1x 100 character).
- Skill scrolls are "cursed" items (explained further
below), but are consumed upon use.
- Players may trade and/or sell skill scrolls to other
players (it is not required for the player that found
them to use them).
- Only the following skill scrolls will spawn as of
Publish 16:
- Swordsmanship
- Fencing
- Mace Fighting
- Archery
- Wrestling
- Parrying
- Tactics
- Anatomy
- Healing
- Magery
- Meditation
- Evaluate Intelligence
- Magic Resistance
- Animal Taming
- Animal Lore
- Veterinary
- Musicianship
- Provocation
- Discordance
- Peacemaking
- Stealth
- Stealing
- The interface for skill scrolls will function as follows:
- Player "uses" the skill scroll (double-click).
- The appropriate skill now has a "cap" of 100.0
+ the value according to the type of scroll (i.e.:
105.0 for a +5.0 skill scroll).
- The player may view their maximum skill cap value,
as well as their current skill value, in the skills
window. For example, a player might see: Magery
92.1/115.0
- Stat Scrolls: A new type of scroll will be added
that allows players to raise the limits of their possible
maximum stat values beyond 225.0 (up to 250.0).
- Stat scrolls can only be found on "The Harrower" (a
new "arch champion" that will also be found in the dungeon
and Lost Land areas of Felucca, and will be described
in more detail in the near future� not to be confused
with the mere "Tentacles of the Harrower").
- When used, stat scrolls increase the character's actual
stat cap, thereby allowing players to gain stats beyond
the normal 225-point limit.
- Stat scrolls can be found in 5 varieties: +5, +10,
+15, +20, and +25.
- The stat scrolls are not cumulative (you must use
one +25 stat scroll to reach a stat cap of 250; you
cannot use five separate +5 stat scrolls to achieve
the same result).
- As of Publish 16, the new limit on any one stat will
be raised from 100 to 125. This is independent of the
stat scroll additions, and will be applied to all players,
regardless of whether they have obtained Scrolls of
Power.
- Once a scroll of a given type and value has been used,
scrolls of lesser or equal type and value can no longer
be used (ie: if you use a +10 stat scroll to raise your
stat cap to 235, that character can no longer use any
+5 or +10 stat scrolls).
- The more powerful scrolls will spawn less frequently
than less powerful scrolls.
- Once a player uses a stat scroll and raises their
stat cap, they will be able to gain in any stat (through
normal means) until they reach their new stat limit.
- Stat scrolls are "cursed" items, but are consumed
upon use.
- Players may trade and/or sell stat scrolls to other
players (it is not required for the player that found
them to use them).
- The interface for stat scrolls will function as follows:
- Character "uses" the stat scroll (double-click).
- The character now has a stat cap equal to 225
+ the value according to the type of scroll (i.e.:
240 for a +15 stat scroll).
- The player may view their stat maximum status window
(this will be patched as a publish 16 client change).
For example, a player might see: Stat Maximum 230
House Ownership & Decay Changes
(Publish 16)
The following points summarize the system of player housing
and house decay on Siege ruleset shards as of Publish 16:
- Players who owned multiple houses prior to Publish 16,
regardless of whether the multiple houses are on different
shards or all on the same shard, are allowed to maintain
these houses, but they will need to be refreshed manually.
- Acquiring a new house will put all other houses owned
by that account on any shard into condemned status,
meaning they cannot be refreshed and will decay within 5
days.
- Players may opt to own only one house per account, setting
that house as primary, and causing any other houses on that
account to become condemned and decay. In exchange, the
primary house will be automatically refreshed for as long
as the account remains active. (See "Primary
Houses" below for more details.)
- Houses that are owned by inactive game accounts will be
marked as condemned and will decay within 5 days. Before
this occurs, however, there will be a grace period of 10
days after the account has been marked as inactive (this
should help to prevent players from losing homes or being
opted into the primary house system against their will due
to a missed payment or billing error).
Note that you will be automatically opted into this system
if any of the following occur:
- If you place a new house, or have a house transferred
to you
- If you re-activate an inactive account, provided your
account was inactive for more than 10 days before re-activation
- If a player has placed or has had a house traded to him,
he may not place or have another house traded to him for
a minimum of one week. However, that player can still give
away any number of houses on any number of shards without
restriction-he simply can't collect another until one week
has passed since he last obtained a house.
- Only a house's owner, co-owners, and friends will be able
to see a house's current state of decay ("This house is
slightly worn," "This house is somewhat worn," etc.) of
a house, which will be done by single-clicking that house's
sign.
- The co-owner feature for houses will continue to exist,
with all the rights and privileges they currently enjoy,
although being a co-owner will no longer count against your
house ownership status.
- Housing states: Houses
will be classified as one of three states: "Automatic,"
"Grandfathered," or "Condemned." These states will be updated
upon any placement or acquirement of a new house, and/or
changes to the owning account's active/inactive status.
Below is a more comprehensive breakdown of the housing refresh
states.
- Primary house: This
house is owned by an active game account, and has been
established by the player to be that account's primary
house. The house refresh state on the house menu-gump
of a primary house will be listed as "Automatic." Primary
houses will no longer display any decay stage, as the
house will be automatically refreshed, and will no longer
decay.
Note: setting a house as a primary house will
automatically set all other houses owned by that account,
on any shard, to a condemned state. This includes
Siege ruleset shards, in that a primary house chosen
on a Siege shard will result in any other houses on
that account � on any other shards � becoming condemned.
- Grandfathered house: This house is owned by
an active game account, but has not been established
by the player to be that account's primary house.
The house refresh state on the house menu-gump will
be listed as "Grandfathered." Grandfathered houses will
decay "as normal," proceeding through several decay
steps lasting approximately 11 days. However, owners,
co-owners and friends will be able to manually refresh
this house and begin the decay cycle anew by opening
and closing any of that house's doors.
- Condemned house: A condemned house cannot be
refreshed, and will decay within 5 days. Houses can
become condemned through two methods: (1) The house
is owned by an active account, but has been put into
condemned status due to that player placing or acquiring
a newer house on any shard, or (2) The house is owned
by an account that has been inactive for more than 10
days. The house refresh state on the house menu-gump
will be listed as "Condemned."
Note: Reactivating an inactive account will allow the
newest, or most recently acquired, house to become a
primary house, and all other houses on that account
will remain condemned (provided that it has been less
than 5 days since the houses became condemned, since
they will decay in 5 days once they are set to condemned).
- Implementation: The changes to housing/house decay
will occur in three phases.
- House Status Assessment: All houses within
UO will be marked with one of the above housing
states during this phase, based on their current
house status. This phase will last until the associated
"Publish 16" (of which these feature changes are part)
is active on all shards, during which time all houses
(except condemned houses) will continue to be automatically
refreshed. Once Publish 16 is live on all shards, we
will move quickly to the next phase, "Establishing Ownership."
- Establishing Ownership & Beginning Global House
Rules: This phase will begin tracking housing information
on all shards, for all game account. From this
point forward, placing a house or being transferred
a house will condemn all of your houses, on all shards,
except for the newest house.
During this stage, players will be able to set their
house (or one of their houses) as a "Primary House."
Primary Houses will begin automatically refreshing,
while all other (non-condemned) houses will need to
be manually refreshed. Warning: Setting a house as
a Primary House will automatically set all other houses
on that account, on all shards, as condemned. This
stage will also begin phasing out "ownerless houses,"
or houses owned by inactive UO accounts. During this
phase, co-owners (or friends, if the co-owner list is
empty) of an ownerless house will be given the option
of claiming that ownerless house as their own, provided
they do not already own a house on any shard.
The right of claiming an ownerless house will be "first
come, first served," where the first co-owner to access
the house and claim it will become the new owner. Should
the co-owner list of a house be empty, then those players
on the friends list of the house will be given the same
"first come, first served" opportunity to claim that
ownerless house.
If no one claims the ownerless house by the end of this
phase, the house will be marked as "Condemned" and allowed
to decay at the start of the third and final Implementation
phase, "New House Decay Rules Begin."
- New House Decay Rules Begin: This final phase
begins the new house decay rules: all primary houses
will auto-refresh, Grandfathered houses will need to
be manually refreshed, and condemned houses will not
be able to be refreshed and will decay within 5 days
(as per the rules specified in the "housing
states" section above).
Resource and Crafting Changes (Publish
16)
- Players on shards with Siege Perilous or IGR rulesets
will now be able to receive bulk
order deeds.
- Armor crafted with colored ore now yields better armor
ratings the more rare the ore type.
- Players will now be able to collect the following new
stackable resource types.
- Spined, Horned, and Barbed leather
- Bones
- Blacksmithing Bulk Order
Deeds: This system will be introduced into the Siege
system in the same manner as non-Siege shards. The most
current version of the Blacksmithing Bulk Order System can
be read here, but with the
following changes coming as of Publish 16:
- The reward value for items with an exceptional requirement
has been increased.
- Large bulk orders will now be received for sets of
weapons.
- Grandmaster smiths will now have a greater chance
of getting bulk order deeds with color requirements.
- Several new rewards have been added to the Blacksmith's
bulk order deed system.
- Prospector's Tool.
- Powder of Temperament.
- Blacksmith Scrolls of Power
- Gargoyle's Pickaxe.
- A new entry will be added to NPC blacksmith context
menus, which will display the time remaining before
another Blacksmithing Bulk Order Deed may be collected.
- When a Siege player selects this context menu
options after the timer has run out, she will receive
a Bulk Order Deed.
- Tailoring Bulk Order Deeds:
This system will be introduced into the Siege system
in the same manner as non-Siege shards. The most current
version of the Tailoring Bulk Order System can be read here,
but with the following changes coming as of Publish 16:
- Players with an appropriate amount of tailoring skill
will now be able to craft bone armor.
- Tailor NPCs will now issue bulk order quests to players.
- Several new items have been introduced to Britannia
as rewards for completing tailoring bulk order deeds.
- Special cloth (20 new hues).
- Brown Bear Rug.
- Polar Bear Rug.
- Flower Tapestry.
- Small Stretched Hide.
- Medium Stretched Hide.
- Specially Hued Sandals.
- Tailoring Scrolls of Power.
- A new entry will be added to NPC tailor context menus,
which will display the time remaining before another
Tailoring Bulk Order Deed may be collected.
- When a Siege player selects this context menu
options after the timer has run out, she will receive
a Bulk Order Deed.
Changes to NPC Shopkeepers
- NPC shopkeepers will no longer sell gatherable resources
(ingots, boards, leather, wool, and feathers).
- All NPC shopkeeper prices are triple the prices of those
found on non-Siege shards.
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