Page 2: Accounts with [young] status are not allowed to log into Siege Perilous. To remove [young] status from your account, you must make a character on another shard and say the phrase "I renounce my young player status". Page 3: 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! This makes knowing faction town pricing very important, as half-price goods become much more important when everything costs three times as much. Townspeople will also charge three times as much for training of skills, stabling animals, joining the NPC guilds, and for hiring them. The only exception to this is the hairstylist MPC, who will charge the same amount as on other shards. Other than Nobles and Seekers of Adventure who are still waiting for their escorts, 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. As with all NPCs, townspeople requesting escort 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. Exceptions to this, as noted above, are the Seeker of Adventure and Noble NPCs, who have gold in their pack until you say "I will take thee." Page 4: You will not be able to mark runes in dungeons nor cast Gate while in a dungeon, and Telekinesis will not work on trapped or locked chests. Page 5: Adventurers of ill repute will quickly notice that Siege Perilous has no stat-loss of any kind for murders. However, the smart criminal will avoid all cities except Buccaneer’s Den, as all town guards will kill murders on sight! Criminals may travel the wilderness without worry of guards, as except for some entrances to the New Lands and moongates, they will not patrol the wilderness areas. There will be wandering healers willing to resurrect those that stray from the path of good. Killing an innocent human NPC will result in a Long-term and a Short-term murder count. You can not assign gold to a bounty when murdered. The static gate to the lawless town of Buccaneers’ Den will no longer be present, however you can still travel to Buccaneers' den via the moongate system. Although you must still be in the Thieves Guild to steal from players, there are skill or time requirements to meet before joining. The NPCs will defend themselves against thieves and will attack any thief who steals from them outside of town. Also, one cannot steal an item randomly, you must actually "snoop" a pack and select a specific item. (Is this all true about thieves?) (I think you can random steal from monsters still...) Murderers and Criminals will not be able to kick/ban others from their home. The title "Murderer" has been done away with, murderers will now show their karma/fame title. Page 6: While the skill gain system on is exactly the same as on other shards, and there are those who say gaining skill is even easier than on other shards, there still are some differences in the way some skills and items function on Siege Perilous. Bards will find some monsters are provoked less easily since the skill "provocation" will now be difficulty-based. In addition to playing music, the use of provocation and peacemaking, will wear your instrument down, requiring that you replace it from time to time. In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use. Fishermen will notice a decrease in the rate that they find SOS bottles and will not be able to fish up treasure maps at all. Those seeking to gain treasure from chests are advised to have skill in "detect hidden" and "remove trap" because all chests in dungeons, in the wilderness, and in towns will be trapped. Opening a chest without removing the trap first could have deadly results. Rogues will find it a bit easier to sneak up on their marks as the chance to be automatically revealed when near player-characters while stealthed has been reduced to one tile. Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage. When using the Taste Identification skill, there is a chance that the item will be consumed. Page 7: FAQ History When did Siege start? How do these people make their spellbooks black or white? What was hero/evil? What was RoT? Where are Trammel & Ilshenar? Siege Etiquette/Tradition I see many red players, are they all PKs? Why do these people at the Yew Orc Fort keep rezkilling me? And what are they saying? Why do many people just laugh and kill me when I say I am a good PVPer on my normal shard? Why am I getting PKed 4 or 6 times a day? Why are there so few guild wars, order/chaos guilds, and Faction players? Is PVP combat all there is on Siege Perilous? Travel No recall? Moongates? Crafting Leather armor... (leather armor is just as difficult to make as on other shards -- i.e. way too difficult now) Player-crafted armor and weapons seem very inexpensive. Why? Timing When is server restart? When is burst hour? (OSI's term is "burst" hour, not "power" hour...) Combat Is there precasting here? Special Places Wrong Arena Safe Haven Wispwood Yew Orc Fort/Orc Keep BiH village Player-created Resources Zoot's resource page Glendor's story page Battlevortex NEW page Safe Haven page Others... Guild webpages (? -- if this is a good idea, borrow from Zoot) BLD ORC OGD GC UDL -F- -S- etc...