
Outward Definitive Edition | Raining Gold Bars
Before even getting to Kurn’s Tower we first had to get there. For anyone that has ever played EverQuest you know that can sometimes be the biggest battle of them all. Thankfully it was not a long journey and if anything should happen there might be a chance for survival.
The first thing was getting to the Plane of Knowledge. This zone is a mega-hub for getting around. There are a lot of stones you can click on to go elsewhere. If I was in a guild I would have even more options to get around the massive game. I am however not.
Leaving Mines Of Gloomingdeep would result in the group getting split up. While Crescent Reach could have been selected as the starting zone depending on which selections you made at character creation. I’ve never found that fun.
I am however playing two human characters so they did not end up far from each other. The shadow knight was a bit more challenging since he ended up in some sewer-looking place I forget the name of. Thankfully I have amazing maps I’ve downloaded. While it helped a little bit to have been there before that was well over 10 years ago if not longer.
The challenging part of the journey started when we arrived in Field Of Bones. Kurn’s Tower is somewhat in the middle of this map. There are red and yellow creatures we had to avoid to get there. This place was a bit high level for us.
After only a fight or two that ended up breaking out, we arrived at the tower. Since I’m dual boxing I had one of the characters on auto-follow. Auto-follow in this game blows and that ended up causing some troubles along the way. Mostly up the ramp into the inside of the tower.
While I believe I’ve been to Kurn’s Tower before. It was never as the puller. It was also so long ago I don’t recall much of the zone at all. So it took some exploring around while I was pulling monsters to the group to get a hang of the place.
Quite a few of the pulls I made turned into giant rounds of madness. I’m still trying to get used to being the puller and tank. I also did not have some spells and skills that I’m used to using when splitting a pull on a shadow. Thankfully that was not much of an issue for this group.
We ended up moving up to the stairway on the other side of the floor. About two-thirds the way up it left us out of range getting respawns on the next floor upon us. While still making it quite easy to pull the spawns on the floor below.
Thankfully we did not care much about getting adds here. It was kind of preferred as it allowed the group to go on a mana break while waiting on respawns. Thankfully I knew playing as the cleric could take a few hits when he got aggression on adds from healing other members of the party.
I attempted my best to pull any adds that ended up on the cleric off him. That however did not always go as planned. Thankfully the cleric would, later on, get a healing over time spell which gives you less aggression when healing. This would allow me to heal the tank when they get back and “mostly” be safe about doing it. Unless they needed a bit of heal which is how some of those pulls would go.
I was also on the scout out for another place to move into. There were two different stairwells in this area. One led up to a smaller area that seemed to have around the same level of creatures that might have been slightly higher. The other must have been the highest undead for the most part in the zone.
I do know the tower has a basement. While I did quickly check it out. It appears to have mostly non-undead. Since this party was set up for killing the undead I decided to not mess with those monsters.
With the group on the stairwell, I was able to access quite a lot of areas to pull from. Outside of getting stunned or lost a couple of times. I never felt like I was in danger of getting the shadow knight killed or the group. The cleric could always just heal everyone up. It will be even better once I get some group healing spells.
Screenshots were taken and content was written by @Enjar about EverQuest.