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EverQuest 2 Alchemy Guide-chapter037

EverQuest 2 Alchemy Guide

9.2. Appendix Two: Harvesting Guide
Listed here are the resources that you will be interested in for your own work as an alchemist and as a source of extra income. Almost all of the resources that you yourself will not use are desirable to others and you also stand a much better chance of finding rares if you harvest all types of nodes. Fish-bearing nodes are not listed, as fish cannot normally be sold for more than a few copper, and for the most part fish nodes yield only fish. Extract resources are uncommon harvests from fish nodes but as they can be gotten from several other node types on land it is not worth harvesting fish for the purpose of finding them.

The second thing to note here is that once you leave newbie island, each zone will have different names for each node type. To make these tables simpler I have listed only the basic node type (Ore, Stone, Wood, Roots, Shrub, Den), rather than listing all the different names for each type that you will find in the various zones. For example, in The Commonlands, Roots are referred to as Desert Roots whereas they are called Plains Roots in Antonica. In these tables all root-bearing nodes are called “Roots” no matter which zone they’re in or what their name might be in that particular zone.

Lastly, shrubs do not have rare harvests but like all other node types are capable of yielding uncommon harvests of the type used in imbuing.

Published by admin, on September 4th, 2010 at 6:07 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter038

EverQuest 2 Alchemy Guide

Tier Six
Counter Events Effects Power
Examination Emulsing +20 durability 20% Solvolysis Catacaustic
Exothermic Exothermic Reaction +15 durability Endothermic Reaction -4% success chance
Electrophilic Reaction
Hypothesis Mis-calibration +15 durability Major Mis-calibration -30 progress Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Tier Seven*
Counter Events Effects Power
Relativity Emulsing +35 progress 20% Solvolysis Catacaustic
Fission
Exothermic Reaction +35 progress
Endothermic Reaction -12% success chance Electrophilic Reaction
Theorem Mis-calibration +35 progress Major Mis-calibration -15 durability Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

* note that for this set, the examine window information isn’t updated properly and the text uses the tier 6 names for these skills C but all the other information is correct and these skills do buff progress as they’re supposed to.

Published by admin, on September 1st, 2010 at 8:17 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter039

EverQuest 2 Alchemy Guide

Tier Four
Counter Events Effects Power
Speculation Emulsing +15 durability 15% Solvolysis Catacaustic
Cessation Exothermic Reaction +20 durability Endothermic Reaction -6% success chance
Electrophilic Reaction
Conjecture Mis-calibration +5 durability Major Mis-calibration -10 progress Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Tier Five
Counter Events Effects Power
Probe Emulsing +27 progress 15% Solvolysis Catacaustic
Endothermic Exothermic Reaction +18 progress Endothermic Reaction -6% success chance Electrophilic Reaction
Principle Mis-calibration +9 progress Major Mis-calibration -3 durability Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Published by admin, on August 29th, 2010 at 8:28 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter040

EverQuest 2 Alchemy Guide

Tier Two
Counter Events Effects Power
Analyze Emulsing +10 durability 10% Solvolysis Catacaustic
Synthesis Exothermic Reaction +10 durability Endothermic Reaction -3% success chance
Electrophilic Reaction
Conceptualize Mis-calibration +10 durability Major Mis-calibration -20 progress Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Tier Three
Counter Events Effects Power
Assay Emulsing +18 progress 10% Solvolysis Catacaustic
Results Exothermic Reaction +27 progress Endothermic Reaction -9% success chance Electrophilic Reaction
Assumption Mis-calibration +27 progress Major Mis-calibration -9 durability Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Published by admin, on August 26th, 2010 at 3:33 am. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter041

EverQuest 2 Alchemy Guide

9.1. Appendix One: Alchemy Events and Counters
Listed here are the events (excluding rare events) you will encounter at the Alchemy table, their effects, and counters. Effects in italics cause physical damage in addition to quality or progress modification.

Tier One
Counter Events Effects Power
Experiment Emulsing +9 progress 5% Solvolysis Catacaustic
Reaction Exothermic Reaction +9 progress Endothermic Reaction -3% success chance Electrophilic Reaction
Theory Mis-calibration +18 progress Major Mis-calibration -6 durability Minor Mis-calibration Mis-Calculation Minor Mis-Calculation

Major Mis-Calculation

Published by admin, on August 23rd, 2010 at 6:57 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter042

EverQuest 2 Alchemy Guide

9. Appendices
This section contains several handy charts, including tables of Alchemy event and counter effects, a harvest guide listing all the different resources you will find throughout Norrath, as well as lists of all the Alchemy products you can make in tiers three and up.

Published by admin, on August 20th, 2010 at 12:59 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter043

EverQuest 2 Alchemy Guide

will accept insignias for the other two factions). The guards can be found throughout Maj`Dul, and the Tower is in the same city, quite close to the entrance.

Once your faction is high enough you can enter the court of your chosen faction, and after some further work you can buy the recipe books. I was able to buy advanced secondary books and single scrolls at warmly faction, but needed ally for the advanced alchemist books. These books are no-trade, but the insignias are tradable so you are able to get faction by buying insignias even if you are too low level to kill guards.

These guards are all over level 50, so this is really only an option if you’re a high-level adventurer. It’s a nice way of filling in the gaps in your recipe book if you’re working on the faction anyway, though.

8.2.1. Tier Six Skill Scrolls
Another new feature introduced with DoF are individual spell and skill scrolls. These are obtained in the same way as advanced recipe books C either through monster drops, or by obtaining faction with one of the three groups in Maj`Dul. Once you have the right faction, you will find the scrolls on the same merchants as the advanced books. Each scroll contains the recipe for one adept III skill, and you cannot get the recipe except through scribing the scroll that contains it.

8.2.2. New Buff Sets
We have also gained two new buff sets in DoF C the tier five set we should have already had, plus a new set for tier six. These are progress and durability buffs respectively. There’s a couple of nice “rescue” buffs in there which will be nice for emergency use, for those times when you need a really big boost of either attribute. The +30 durability buff is great C it uses a huge amount of power but it’s great for an emergency hit of durability when you need one.

Published by admin, on August 17th, 2010 at 8:13 pm. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter044

EverQuest 2 Alchemy Guide

the most dangerous place to harvest C and the least worthwhile as well. There are definitely higher concentrations of root and wood nodes in the other places I mentioned.

You can find roots and wood, as well as rocks, in the above-ground areas in the Pillars of Flame as well. When I am harvesting in this zone, I will generally start at the Swiftrider camp, make my way through the Remnants of Lilfire and head out towards the Needle. Then I will head north around the central rock (Prophet’s Peak) and head back to the Swiftrider camp (you can find some great maps of these zones here C
http://eq2.gamepressure.com/). It is pretty dangerous C a lot of mobs now stun and root, and I did die while harvesting in this zone a couple of times, when those mobs were not grey. It is certainly becoming more difficult to do your own harvesting if your adventuring level is much lower than your crafting level.

These are the only two zones you’ll ever need to go to for harvesting in tier 6 C there are no other outdoor zones in the expansion, and, unfortunately, there doesn’t seem to be any instances where you can harvest either. I’ve added a harvest table for T6 to the appendix as well, for a list of all the items you can harvest (including rares), and the types of nodes you’ll find them in.

8.2. Obtaining T6 Advanced Recipe Books
In the DoF expansion you have two main options for obtaining advanced recipe books. You can of course get them in the usual way C by killing creatures in T6 zones, or buying the dropped books from the broker.

However, you can also buy them in Maj`Dul (the DoF city zone) if you are willing to spend the time working on increasing your faction with one of the three main groups in the city. This city is controlled by three opposing groups C the courts of Blades, Coin, and Truth. You can choose to ally yourself with any one of these groups. To do this, you must kill guards from either of the other two groups, collect the insignias they drop, and then turn those in to increase faction with your chosen ally.

During the DoF expansion I worked on increasing faction with the Court of Blades. To do this, I spent time killing guards of Coin and Truth, then turned the insignias they dropped in to the Consul of the Blades, who is in the Tower of the Moon (along with Consuls who

Published by admin, on August 14th, 2010 at 10:42 am. Filled under: Uncategorized1 Comment

EverQuest 2 Alchemy Guide-chapter045

EverQuest 2 Alchemy Guide

8. Alchemy in the Desert of Flames Expansion

8.1. Harvesting
Harvesting in DoF zones is a little different from what it was in the old world. In these new zones, nodes tend to be where nature would logically put them C there are rocks in rocky, sandy areas, fungi in dark underground places, and you can find roots and wood in both green grassy areas and hot dry ones. There are still plenty of great places to harvest of course, it just means going to a couple of different places to find the best spots now.

For example, just after the expansion came out, I found a fantastic area for harvesting rocks in the Pillars of Flame. It’s a little difficult to find but it’s very well worth it. This area is a quite large cave at the edge of the zone. To get to it, you need to actually jump into the water at the north eastern tip of the zone, and then swim to the east for around ten seconds C then you’ll see the mouth of the cave that you need to get to. The water can be a bit dangerous, as there are some level 50+ sharks in there. However they won’t follow you on land so if you’re quick you should be quite safe. When I first found it, I spent about three hours harvesting there and came away with around 25 stacks of fungi harvests (when those nodes still existed) and a dozen stacks of rocks C not to mention four lambent
stones for extracts, plus a vanadium cluster and a cobalt cluster. Rare harvests are much more common now, and harvesting your own resources is paying off much more than it used to. To harvest in this cave you need to make sure you don’t go below threatening faction with the Ashen Order monks (you start out at this faction level, so unless you go around killing lots of monks you’re safe to harvest in here).

There is another nice area for rocks in the Sinking Sands. This is the area called the crocodile caves, which you can enter through a tunnel near the crocodile camp by the beach area. This isn’t quite as good as the monk caves in Pillars of Flame, because the crocodile area is full of level 45-46 monsters, which will agro you until you are level 55 or so.

Roots and wood are somewhat harder to get large amounts of; you do need to spend a bit more time on these than on rocks. Wood and roots are plentiful around the Oasis of Marr area in the Sinking Sands, which is probably the safest place to harvest. You can also find them on Onerock Island and in the Two Tears area in the same zone. Two Tears is

Published by admin, on August 11th, 2010 at 5:24 am. Filled under: UncategorizedNo Comments

EverQuest 2 Alchemy Guide-chapter046

EverQuest 2 Alchemy Guide

7. Alchemy at the Level Cap
Once you hit level the level cap you are no longer combining for experience and things change slightly. Before then you will want to make at least one of every item in your recipe book for the pristine bonus, but at the level cap you are making items to supply consumer demand.

As I’ve mentioned before, I rarely harvest, because it’s too time-consuming and resources are readily available most of the time. However, I will always harvest my own resources for leveling up in a new expansion, simply because the cost of resources is very high for a couple of months after a new release. Whether or not to harvest at any level is purely personal preference, either way you are spending time or money on resources, and either way it detracts from your profit C so it doesn’t matter which you chose to do in the long run.

All in all I’m very pleased that I chose Alchemy. I originally made my decision based on my adventuring class choice. I am an Assassin, and I wanted to be able to make my own poisons. I can do that and a lot more C I love being able to give my friends potions and poisons, supply apprentice IV skills for fighter friends or alt characters, and do rare combines as well. Alchemy has products that every class which is something that appeals to me greatly.

Published by admin, on August 8th, 2010 at 10:26 pm. Filled under: UncategorizedNo Comments