Trykers: QL100 Materials

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jjm152
Posts: 201
Joined: Mon Oct 11, 2004 11:46 pm

Trykers: QL100 Materials

Post by jjm152 »

Hello,

I play the character Cornelia on Windmeer and I thought I'd like to put something out there for my fellow Trykers, that being namely the location of our QL100 mats and how to get to them.

First off, we have QL100 mats, alot of people think we don't - thats not true. The difference between ours and other races is that they have theirs in much easier to access places. Winds of Muse is a perfect example of this.

First off, there are two portals to Winds of Muse. There is one that is directly NW of the Dew Drops teleporter. This portal is guarded at nearly all times by Preying/Raging Zerx, plus as an added benifit you need to run through bunches and bunches of excessively high level (141) aggressive monsters. On the up side, there is a small lake nearby that if you can make it to you can shake aggro. The other portal is W of Avendale and along the W/NW circular part of Dew Drops, N of the Teleporter. This is a small cave behind a tiny beach that usually has Kizoars on it. This portal is also guarded by Zerx and Ragus, but has the benifit of allowing easy transit about 200m after you clear them since most of the plain is populated by herbivores.

Finally, there is no re-spawn point in Muse, atleast not that I've seen unless its far far down the bottom canyon south of the lake, which I have to admit I couldn't get past the Awesome Kipestra's down there. However there is both a Kami and a Karavan teleporter in the zone in non hostile places.

Here are the two seperate routes:

#1 (From the Southern Portal)

1 - Enter portal and head directly NW to the large lake W of Three Pillars Farm.
2 - Assuming you made it take a swim and relax, shake aggro.
3 - Wait until the coast is clear and move directly into the Farm.
4 - Head north from the farm to the actual Three Pillars (not on map but hard to miss) Head up the center (its safe in here only herbivores) and take the Eastern exit, hug the wall tightly as you head NW towards Big Sleep Mountain.
5 - Arriving at the SE tip of Big Sleep Mountain make your way west past the Preying Torbaks that camp here. You can wait until they engage a herbivore to run by or hope that they don't see you. Having an item that can cast fear of blind is a big help here since it will cause them to either run away or stop if they see you. You will need to spam it if you catch aggro until you reach the lake.
6 - Once you clear the base of Big Sleep Mountain continue west, watch out for the Dorans, they look like cutes. There are not many of them, try to veer to the Workshop.
7 - From the Workshop avoid the Ragus to your south and the Cloppers to your north and enter the lake.
8 - Once in the lake you can either swim around until you locate the Karavan teleporter on the south shore, or head north directly from the lake to the back northern wall and locate the Kami who will also sell teleport tickets.

#2 (From NW portal)

1 - Avoid the Zerx/Torbak that camp the portal and run directly SW to the bottom tip of Big Sleep Mountain.
2 - From here on the steps are the same as #1 as continuing from Big Sleep Mountain.

Obviously #2 is alot simplier but sometimes less safe depending on how the spawn is clustered around the portal, but I would try it first.

Once you clear the eastern part of the map the enemies are level high-60's to low 80's with the exception of the enemies in the gorge directly south of the lake. If you head that way you will encounter Awesome Kipestra's ... who are frankly probably too awesome for either you or me.

There are some good harvesting spots around the western part of the map that are relatively free of aggro.

#1 - The area directly north of the lake heading back towards the Kami is generally free of aggro.
#2 - The western wall (NE of lake) by big sleep mountain is free of aggro more or less also. There are some good harvesting spots across the gulf, but you have to be able to take out dangerous cloppers/ragus (lvl 80) and would probably want a partner.
#3 - The bottom SW corner of Witchy Cove has several resource spots that are completely safe.
#4 - The western wall of the zone (Witchy Cove) is relatively safe, but there is some clopper aggro if you head too far north.

There are also resources in the lakes towards the SE entrance to the zone (but of course there are Zerx and Torbaks here) and also by the base of Big Sleep Mountain towards the eastern part of the zone... again issues with Torbaks.

Right now I'm trying to get as many Trykers as I can to the lake so they can get tickets to the area, if you pop into muse and get lost its possible that if I'm close by I'll guide you to safety. Anyway, please be prepared to die horrible deaths to the enemies at the entrance until you get through. Once you get your ticket (make sure to bring dapper! buy several incase you forget one time!) you won't have to experience the pain of being shot in the rear by a Zerx for 1500 pts of damage again (atleast not here if you're careful and not asking for it, hehe).

Hope people find this useful!

PS: My guild the Waverton Brawlers is looking for more Trykers who want to blaze new paths for their fellow midgets. Please send tells to Pahoni, Cordelia (not me, I'm Cornelia), Shimrra and Tiney about membership if you're interested.
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Trykers: QL100 Materials

Post by korin77 »

In comparison with the ql100 sources of other races, tryker ql100 mats are the hardest to get to. Dodging those lvl 100 mobs is no picnic, they are on some kind of hyper runspeed and can catch up to you within matter of secs.

Once you are in that big lake and searching around for resources, you are constantly agroed by cloppers and these bigger version of cutes called Doren. They are annoying and hit pretty hard. The upside is that I have found at least one excellent source in Winds of Muse and I have no doubt there are more somewhere and elsewhere in the borders.

I hope we can explore every one of the borderlands in detail and let the devs know just how hard our lands are to forage in compared to other lands.

I still have yet to be able to get into bounty beaches. The fount was too well guarded to get past the entrance. If the monsters are following the progression, the fount would have level 170-180 monsters.
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
mikwana
Posts: 169
Joined: Fri Oct 01, 2004 11:23 pm

Re: Trykers: QL100 Materials

Post by mikwana »

Just a thought... I know there are some Tryker warriors out there, why not 'hire' a band of them to come and fight/protect those big mobs while you harvest? It's no harm to them, since they are likely fighting things the same level anyway, and it helps you to get the mats you need. Seems like the ideal win/win situation. And if one havester can't pull enough mats to pay them (though like I said, it should be cheap, since they are fighting anyway, and will get the mats from the quartering....), several havesters could go together as a group!

Rhedyn
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Trykers: QL100 Materials

Post by korin77 »

I don't think we have enough level 100+ melee Trykers interested. You also need healers and it seems alot of Trykers are either affliction or elemental mages.

Those few higher level Trykers I know are all in other lands with other guilds doing their own stuff.

Another sad fact is that it is easier to pull out excellent root mats for me than the ql 100 mats in winds of muse.
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
billg1
Posts: 109
Joined: Wed Sep 22, 2004 9:37 pm

Re: Trykers: QL100 Materials

Post by billg1 »

korin77 wrote:I don't think we have enough level 100+ melee Trykers interested. You also need healers and it seems alot of Trykers are either affliction or elemental mages.

Those few higher level Trykers I know are all in other lands with other guilds doing their own stuff.

Another sad fact is that it is easier to pull out excellent root mats for me than the ql 100 mats in winds of muse.

Korin contact me in game tonight. We still have a few in the guild that need the tryker spawn.
I may be able to put a group together to get the respawns for them and then create a window for you to get to the harvesting spots.
We can then xp there while you harvest.

When I am not sure. Tonight, tomarrow, this weekend, it will all depend who is on.

And there is no charge. It would be a pleasure to help out the Trykers with this problem.
Varthlokkur The Impaler, High Officer of Comitatus Praetorian
By the strength of one are many made strong.
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korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Trykers: QL100 Materials

Post by korin77 »

I have no problems getting to the harvesting spots. The problem is that there are wandering zerxs/torbaks in that area. If you kill them for me to harvest they are still going to just respawn. I don't know how you would help.

If you are going to xp on them, keep in mind the area consists of about 10-15 groups of torbaks, cutes and Zerxs. All around level 144.
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
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kovah
Posts: 179
Joined: Thu Sep 16, 2004 5:08 pm

Re: Trykers: QL100 Materials

Post by kovah »

Easy, we just kill the ones around you for xp, twidle our thumbs while we wait for re-spawn, kill more mobs, twidle, etc.... :D
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billg1
Posts: 109
Joined: Wed Sep 22, 2004 9:37 pm

Re: Trykers: QL100 Materials

Post by billg1 »

If we can find a safe spot to pull to none of the mobs will be a problem. The question is, is there a safe spot to pull to out of any patrol paths?
Varthlokkur The Impaler, High Officer of Comitatus Praetorian
By the strength of one are many made strong.
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korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Trykers: QL100 Materials

Post by korin77 »

There is an inlet on one of the small lakes near where I harvest that you could pull to, However the mob density is really high in this area so I don't know how safe you can pull. Expect about 5 mobs per pull. With blind, I can solo one of em. But the charges run out fast.
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
billg1
Posts: 109
Joined: Wed Sep 22, 2004 9:37 pm

Re: Trykers: QL100 Materials

Post by billg1 »

Ok that sounds good. All we need is a decent safe zone to pull to. Getting singles is not a problem either. With the right group we can deal with 2 or 3 even.

Pan will prolly catch this thread and most likely be up for it as well.

Her words to me after we first got the respawn in Tryker were

"This swim is BS and with the mat problems they have we now have an obligation to help them out after this s***"

Now that you have a spot we will help. Tobraks are not my favorite xp group but it beats the same ole same ole in Zorai lands or the overlords in matis.
Varthlokkur The Impaler, High Officer of Comitatus Praetorian
By the strength of one are many made strong.
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Recruiting Inquiries? Post here!
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