Tera Gold: Dreadnought’s is a much smaller zone but still has its share of wurms
In Lornar’s Pass, the real trouble begins about 1/3 of the way through the zone, with a cave entrance that is guarded by Tera Gold a swarm of Avicara and at least one frost wurm.
The Balanced Stance “Charge!” combo is critical for getting past this point. Beyond that tunnel is a series of groups of Avicara and wurms, scattered along the path.
Lornar’s Pass continues in this fashion until the zoneline to Dreadnought’s Drift. Dreadnought’s is a much smaller zone but still has its share of wurms.
Upon entering Snake Dance, the wurms start to taper off, but in their place come a large number of Stone Summit dwarves – a mix of casters and giant herders, who have a stomp ability that will knock you down unless Balanced Stance is up.
As its name implies, the path through this huge zone winds back and forth, slowly progressing southward to Camp Rankor, many runners prefer to collect partial pay in Snake Dance, especially if they don’t trust their customer(s) much and expect them to bail at Camp Rankor.
Rankor is a great spot for taking a break and is another good spot for collecting partial pay for the run thus far. Once that business is settled, Talus Chute awaits as the final zone standing between your group and Droknar’s.