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		<title>EverQuest 2 Alchemy Guide-chapter037</title>
		<link>http://www.fiestagold.org/?p=90</link>
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		<pubDate>Sat, 04 Sep 2010 22:07:00 +0000</pubDate>
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		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>9.2.  Appendix Two: Harvesting Guide<br />
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. </p>
<p>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 &#8220;Roots&#8221; no matter  which zone they&#8217;re in or what their name might be in that particular zone.    </p>
<p>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.</p>
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		<title>EverQuest 2 Alchemy Guide-chapter038</title>
		<link>http://www.fiestagold.org/?p=89</link>
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		<pubDate>Thu, 02 Sep 2010 00:17:00 +0000</pubDate>
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		<description><![CDATA[EverQuest 2 Alchemy Guide   
Tier Six
Counter  Events    Effects  Power
Examination  Emulsing    +20 durability  20%     Solvolysis            Catacaustic
Exothermic  Exothermic Reaction   +15 durability       [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>Tier Six<br />
Counter  Events    Effects  Power<br />
Examination  Emulsing    +20 durability  20%     Solvolysis            Catacaustic<br />
Exothermic  Exothermic Reaction   +15 durability       Endothermic Reaction  -4% success chance<br />
   Electrophilic Reaction<br />
Hypothesis  Mis-calibration   +15 durability       Major Mis-calibration   -30 progress       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation </p>
<p>Tier Seven*<br />
Counter  Events    Effects  Power<br />
Relativity  Emulsing    +35 progress  20%     Solvolysis            Catacaustic<br />
Fission<br />
 Exothermic Reaction   +35 progress<br />
   Endothermic Reaction  -12% success chance     Electrophilic Reaction<br />
Theorem  Mis-calibration   +35 progress       Major Mis-calibration   -15 durability       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation </p>
<p>* note that for this set, the examine window information isn&#8217;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&#8217;re supposed to.</p>
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		<title>EverQuest 2 Alchemy Guide-chapter039</title>
		<link>http://www.fiestagold.org/?p=88</link>
		<comments>http://www.fiestagold.org/?p=88#comments</comments>
		<pubDate>Mon, 30 Aug 2010 00:28:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=88</guid>
		<description><![CDATA[EverQuest 2 Alchemy Guide   
Tier Four
Counter  Events    Effects  Power
Speculation  Emulsing    +15 durability  15%     Solvolysis            Catacaustic
Cessation  Exothermic Reaction   +20 durability       [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>Tier Four<br />
Counter  Events    Effects  Power<br />
Speculation  Emulsing    +15 durability  15%     Solvolysis            Catacaustic<br />
Cessation  Exothermic Reaction   +20 durability       Endothermic Reaction  -6% success chance<br />
   Electrophilic Reaction<br />
Conjecture  Mis-calibration   +5 durability       Major Mis-calibration   -10 progress       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation </p>
<p>Tier Five<br />
Counter  Events    Effects  Power<br />
Probe   Emulsing    +27 progress  15%     Solvolysis            Catacaustic<br />
Endothermic  Exothermic Reaction   +18 progress       Endothermic Reaction  -6% success chance      Electrophilic Reaction<br />
Principle  Mis-calibration   +9 progress       Major Mis-calibration   -3 durability       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation</p>
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		<title>EverQuest 2 Alchemy Guide-chapter040</title>
		<link>http://www.fiestagold.org/?p=87</link>
		<comments>http://www.fiestagold.org/?p=87#comments</comments>
		<pubDate>Thu, 26 Aug 2010 07:33:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=87</guid>
		<description><![CDATA[EverQuest 2 Alchemy Guide   
Tier Two
Counter  Events    Effects  Power
Analyze  Emulsing    +10 durability  10%     Solvolysis            Catacaustic
Synthesis  Exothermic Reaction   +10 durability       [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>Tier Two<br />
Counter  Events    Effects  Power<br />
Analyze  Emulsing    +10 durability  10%     Solvolysis            Catacaustic<br />
Synthesis  Exothermic Reaction   +10 durability       Endothermic Reaction  -3% success chance<br />
   Electrophilic Reaction<br />
Conceptualize  Mis-calibration   +10 durability       Major Mis-calibration   -20 progress       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation </p>
<p>Tier Three<br />
Counter  Events    Effects  Power<br />
Assay   Emulsing    +18 progress  10%     Solvolysis            Catacaustic<br />
Results   Exothermic Reaction   +27 progress       Endothermic Reaction  -9% success chance      Electrophilic Reaction<br />
Assumption  Mis-calibration   +27 progress       Major Mis-calibration   -9 durability       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation</p>
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		<title>EverQuest 2 Alchemy Guide-chapter041</title>
		<link>http://www.fiestagold.org/?p=86</link>
		<comments>http://www.fiestagold.org/?p=86#comments</comments>
		<pubDate>Mon, 23 Aug 2010 22:57:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=86</guid>
		<description><![CDATA[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  [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>9.1.  Appendix One: Alchemy Events and Counters<br />
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. </p>
<p>Tier One<br />
Counter   Events    Effects  Power<br />
Experiment  Emulsing    +9 progress  5%     Solvolysis            Catacaustic<br />
Reaction  Exothermic Reaction   +9 progress       Endothermic Reaction  -3% success chance      Electrophilic Reaction<br />
Theory   Mis-calibration   +18 progress       Major Mis-calibration   -6 durability       Minor Mis-calibration           Mis-Calculation           Minor Mis-Calculation </p>
<p>   Major Mis-Calculation</p>
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		<title>EverQuest 2 Alchemy Guide-chapter042</title>
		<link>http://www.fiestagold.org/?p=85</link>
		<comments>http://www.fiestagold.org/?p=85#comments</comments>
		<pubDate>Fri, 20 Aug 2010 16:59:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=85</guid>
		<description><![CDATA[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.
]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>9. Appendices<br />
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.</p>
]]></content:encoded>
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		<title>EverQuest 2 Alchemy Guide-chapter043</title>
		<link>http://www.fiestagold.org/?p=84</link>
		<comments>http://www.fiestagold.org/?p=84#comments</comments>
		<pubDate>Wed, 18 Aug 2010 00:13:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=84</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>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.    </p>
<p>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. </p>
<p>These guards are all over level 50, so this is really only an option if you&#8217;re a high-level  adventurer.   It&#8217;s a nice way of filling in the gaps in your recipe book if you&#8217;re working on  the faction anyway, though. </p>
<p> 8.2.1.  Tier Six Skill Scrolls<br />
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.   </p>
<p>8.2.2. New Buff Sets<br />
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&#8217;s a couple of nice &#8220;rescue&#8221; 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&#8217;s great for an emergency hit of durability  when you need one.</p>
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		<title>EverQuest 2 Alchemy Guide-chapter044</title>
		<link>http://www.fiestagold.org/?p=83</link>
		<comments>http://www.fiestagold.org/?p=83#comments</comments>
		<pubDate>Sat, 14 Aug 2010 14:42:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=83</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>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.   </p>
<p>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&#8217;s Peak) and head back to the  Swiftrider camp (you can find some great maps of these zones here C<br />
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. </p>
<p>These are the only two zones you&#8217;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&#8217;t seem to be any  instances where you can harvest either.  I&#8217;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&#8217;ll find them in. </p>
<p>8.2.  Obtaining T6 Advanced Recipe Books<br />
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.   </p>
<p>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.   </p>
<p>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</p>
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		<title>EverQuest 2 Alchemy Guide-chapter045</title>
		<link>http://www.fiestagold.org/?p=82</link>
		<comments>http://www.fiestagold.org/?p=82#comments</comments>
		<pubDate>Wed, 11 Aug 2010 09:24:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.fiestagold.org/?p=82</guid>
		<description><![CDATA[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,  [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>8.  Alchemy in the Desert of Flames Expansion </p>
<p>8.1. Harvesting<br />
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. </p>
<p>For example, just after the expansion came out, I found a fantastic area for harvesting  rocks in the Pillars of Flame.  It&#8217;s a little difficult to find but it&#8217;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&#8217;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&#8217;t follow  you on land so if you&#8217;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<br />
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&#8217;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&#8217;re safe to harvest in here). </p>
<p>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&#8217;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. </p>
<p>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</p>
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		<title>EverQuest 2 Alchemy Guide-chapter046</title>
		<link>http://www.fiestagold.org/?p=81</link>
		<comments>http://www.fiestagold.org/?p=81#comments</comments>
		<pubDate>Mon, 09 Aug 2010 02:26:00 +0000</pubDate>
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		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>EverQuest 2 Alchemy Guide   </p>
<p>7.  Alchemy at the Level Cap<br />
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. </p>
<p>As I&#8217;ve mentioned before, I rarely harvest, because it&#8217;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&#8217;t matter which you chose to do in the long  run.   </p>
<p>All in all I&#8217;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.</p>
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