General Changes Guildstone Powers | Stealing Silverlode | Regions | Rogue Regions | Declaring War | PvP Tokens | Region Marker | Region Archers | PvP Basics | Murderer System |
General Changes

Guildstones and the Guild system have been significantly overhauled and are well worth reading up on. Guildmasters must get a Gamemaster/Admin to set the Guild Color before many of the Stones special powers are accessable. Guildmasters select the Guild Color that is customizable in many forms such as dye tubs, colored etheral mounts, and such. Guildstones are charged by Silverlode. Guildstones use these charges to provide bonuses to their members. However, even with zero charges a Guildstone should behave as it would in pre-AoS UO. Guildmembers may steal Silverlode from a Guildstone to which they are "Warred".

The Order/Chaos system exists in UOE much as it did in Pre-AoS UO. Significant improvements have been made including custom gear. All Races and Guilds have equal access to either though no allegiance is required if a player/Guild chooses to be neutral. However, membership does have its perks. Several Guildstone powers and the ability to own a Region for instance require O/C membership.


Guildstone Powers
  • One (1) charge will give temporary str/int/dex stat bonuses to members when single-clicked if there are a minimum of 10 charges on the Stone and the member clicks from within one tile of the Stone. The amount of the stat bonus is directly proportional to the number of charges on the Stone. Ie. Stones with maximum charges on them give maximum bonuses to stats.
  • Two (2) charges for a custom War Talisman. These are good for about a month of real time before they delete themselves. They are to be given out to officers that a Guildmaster wants to have access to the Guild's War Menu. The player wielding this artifact must be given the title of Warlord by the Guildmaster via the Guildstone in order to make use of the War Talisman. Warlord abilities include: Declare War, Declare Peace, Accept War, Reject War, and Rescind Declarations of War.
  • Three (3) charges for first Guild Sentinel. Each GM may spawn up to five Sentinels at any one time. These are powerful NPCs that will attack any Guild Enemy that approaches. Each Sentinel created after the first is progressively more expensive (charges wise). The Strength of each Sentinel created is directly proportional to the number of charges remaining on the Guildstone. Thus, it is favorable to have lots of charges on your Guildstone when creating Sentinels.
  • Three (3) charges to create an Ethereal horse. These are not permanent. They delete themselves after a set period of time. GMs may dole these out to anyone they wish but only his/her Guildmembers will be able to mount them. (requires Order/Chaos status and (5) minimum members).
  • Five (5) charges to create an Ancient Mortar & Pestle. GMs may dole these out to anyone they wish. They are used with the Dishing Stump to create Ancient Alchemy Potions.
  • Ten (10) charges for a custom Guild-hued dye tub permanently dyed to Guild color. These are charged and deleted once out of charges. They may be used on clothing and armor.(requires 5 minimum members).
  • Twenty Five (25) charges for a Guildmaster Scepter - A powerful weapon equippable by GM only. Is created with a random number of charges. Uses voice commands to set the staff for the following powers upon dbl-click: (requires (5) minimum members)
    • "Vas Bet Sanct" - Minor Globe of Invulnerability, Group
    • "Vas Sanct" - Globe of Invulnerability, Single
    • "Kal Jux Xen" - Summon GM Familiar.
  • Twenty Five (25) charges for a custom Dishing Stump permanently dyed to Guild color. Dishing Stumps are used by alchemists much as a forge is used by Blacksmiths to create the new Ancient Alchemy potions. The Dishing Stump cannot be moved once placed and will appear directly under the Guildmaster's feet when created so place wisely. Decide if you want it locked indoors or to have public access for instance.(requires 5 minimum members). However, it will delete itself after about one month's time.

Stealing Silverlode

Silverlode may be stolen from Enemy Guildstones once per night between the hours of 9pm and midnight Eastern. Be forewarned, before you may steal Silverlode(by dbl-clicking the Guildstone) you must defeat any and all Sentinels guarding it. Once stolen, the ingots will drop in your Backpack and the appropriate amount of charges will be deleted from the enemy stone.


Regions

UOE makes use of a portion of the UO map. Much of the continent is barren, to consolidate our playerbase into a populated area. This playable map is subdivided into six Regions, each conquerable by Guilds. Each also has an Exclusive Hunting Grounds that are only accessible by members of the Guild that controls the Region it resides within. To be transported to these exclusive areas, simply double-click the Region Stone on any day but Sunday. These Hunting Grounds all have custom mobs with custom and desirable drops such as Ancient Alchemy reagents, Voodoo materials and more, as noted below:

  • Western Avarice - Titan Lords randomly drop Rings of Strength and herd cows, bulls, and goats. Tamers and Tailors will also relish in that the forested areas are complete with hinds and Great Hart to round out their training regimen. Reagent Plants are spawned in clusters on the ground. The Blast Spore offers Spined Hides.
  • Eastern Avarice - Ophidian Lord randomly drops Lethal Crystals which can be used to create Lethal Poison weapons with the aid of a practitioner of Voodoo. Remorhaz mob drops Pig Iron reagent and offers Barbed hides.
  • Coast of Chaos - Trackers drop Warg Gutter. Frost Giants drop Pig Iron as well as the Winter's Gloom and offers Horned hides. Arctic Bears are found here as well.
  • Southern Cove - Juka Captains randomly drop Orc Bane and a Beast Slayer weapon of their own crafting. Bird Cages can be found here as they are raised for communication purposes on this exclusive island.
  • Dreadwood - Drow Assassins randomly drop Shadow Daggers and Nox Crystals reagent. Drow Archers randomly drop Long Bow and Cloak of Gossamer. Home to the Falcon.
  • High Steppes - Gypsies shepherd sheep. Their Zahran randomly drops charged dyetubs. Basilisk drops Petrified Wood reagent and offers Spined hides. Home to the Jungle Ostard, Ki-rin, and Unicorn.

Each Region Stone becomes Contestable on Sunday evenings between the hours of 9pm and midnight EDT. While Contestable, any Guild may sieze control and get the Region Marker assuming the following conditions:

  • The Guild must have no open War Invitations.
  • The Guild must be Warred to the Guild that currently owns the Region Stone (unless it is a Rogue Region ).
  • It is Sunday night between 9pm and midnight.
  • The player dbl-clicking the Region Stone has three(3) PvP Tokens in his/her backpack.
  • There are no Guild Enemies within sight of the Region Stone. This includes Region Archers.
  • The player dbl-clicking the Stone is not a Red/Murderer. Red characters cannot access the Region Stones.

Rogue Regions

Rogue Regions are those territories that have not been siezed on the previous Sunday by any Guild. They remain under the auspices of the last Guild to have controlled them but the Hunting Grounds are inaccessible and any other Guild may gain ownership of them temporarily simply by dbl-clicking the Region Stone. The Region will remain Rogue in this fashion until Saturday night at midnight. Once Sunday starts, the last guild to have Ownership retains ownership. Anyone who wishes to Contest it on Sunday must war the Controlling Guild. Once a Guild siezes Control of the Stone by obtaining a Region Marker on Sunday evening, the Hunting Grounds are again accessible.


Declaring War

War Talisman Declaring War with another Guild is done much the same way as it was done in UO...with a few changes. Each Guildmaster is allowed to promote any member to the title of Warlord. If given a War Talisman, they can access the War Menu gump much the same way as the Guildmaster. Warlord abilities include: Declare War, Declare Peace, Accept War, Reject War, and Rescind Declarations of War. It is important to note that War Declarations cannot be made on Sundays. Likewise, Guilds cannot Declare Peace or Reject War Invitations on Saturdays or Sundays. This means if you are looking to force war on a Guild to become eligible for Contesting a Region Stone, it is best to make sure your War Invitation is in effect sometime on Saturday as the Controlling Guild will be forced to accept it by Sunday or risk letting the Region Stone go Rogue.


PvP Tokens

PvP Tokens are obtained by dbl-clicking a Region Stone while it is Contestable so long as no one else has already obtained the Region Marker that evening. If an enemy of your Guild is present while you dbl-click the stone, your attempt at getting a PvP Token will fail. Once any one player obtains a PvP Token, no one else may get one for ten (10) minutes. Once you have a total of three PvP Tokens, your next time dbl-clicking the Region Stone will yield you the Region Marker for that week. Again, as long as there are no enemies present. PvP Tokens from one Region Stone are not usable by any other Region Stone. And these Tokens are not usable from one week to the next.


Region Marker

The Region Marker can only be obtained once per week. It serves two functions. First, it is an indicator to the player that receives it that he has siezed Control of the Region Stone on behalf of his Guild for that week. Secondly, it is used to allow a player elected by his Guild to serve on the High Council. Simply dbl-click the Region Marker and target the Council Chamber Entrance gate while standing in it to gain access. Anyone who does manage to enter the High Council Chamber is not only afforded the right to serve on the High Council for that week, but they also receive their Councilman's salary of (10) Silverlode.


Region Archers
PvP Stone and Tower

Region Archers are npc defenders of your Region Stone. They may be commissioned only once per Sunday. They cost nothing and serve as extra protection to the current Controlling Guild. They count as an enemy in range of the Region Stone to all Guilds Warred to the Controlling Guild so they must be destroyed before any enemies can obtain a PvP Token. Once commissioned, they assume positions on top of the Guard Tower above the Region Stone. They cannot leave this tower, however they will fire down at enemies below and players can reach the top of the tower to fight them hand-to-hand.


PvP Basics

The Skill cap for characters in UOE is set at 700. Each individual skill is generally set at 100. There are a few exceptions to this as in Spirit Speak which maxes out at 120 for Voodoo. There are no powerscrolls. Stat caps are set at 225 total (100 respectively). Combat is pre-AoS ruleset. Guilds may war. Mages may train Anat/Eval in lieu of wrestling. Nox and Stun mages are available. There is pre-casting. Reds exist and do not suffer statloss but there is a whole new system that pertains to them. Read below for more on the Murderer system.


Murderer System

Preface by saying that though a Murderer may be played, consistently thoughtless griefing wil not be tolerated. Without Evil, there is no Good, much less a reason for it. Conflict and competition are encouraged by UOE. Hence Red characters are a welcome element. It is a very grey, subjective area, however, between what is griefing and what is not. Murderers beware.

Red characters are not able to physically open their bankboxes nor can they own or have access to homes. Rather, all Red characters on the shard will be friended to a single camp and share a "secure" container(s) for their valuables. This camp and its container(s) has public access, though well protected against any character with less than 8 murder counts, so there is no truly "secure" place for a Murderer to keep his belongings, with one exception. All Red characters may use a Murderer's Bag of Sending in the Murderer's Camp to deposit gold coins into their Bank Box and use the verbal command "withdraw" with a banker to withdraw gold. There is one Banker in a Murderer's camp that will interact with Red characters, allowing them to withdraw their gold.

In the above noted Murderer's camp, red characters will also find a Black Marketeer that deals in all necessary pvp resources. Prices are reasonable. The camp is guarded, much like the Murderer's Den.

Hence, playing a Red will be a very challenging role. Only the truly competent killers will likely prosper as a Murderer. Most everything you own will be kept on your person and everything you need will have to be gained by force or potentially steep prices.