EQ 2 Alchemy Guide-8.Alchemy in the Desert of Flam
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 – 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 – 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 – 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 the most dangerous place to harvest – 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 –
http://eq2.gamepressure.com/
). It is pretty dangerous – 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 – 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.