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Overview

Wailing Caverns is a sprawling cave system under the Barrens. The night elf druid Naralex set out to heal the Barrens through the Emerald Dream and fell into a nightmare instead. His dreams twisted the caverns' wildlife into deviate beasts, and his own followers, the Druids of the Fang, fell to the nightmare too. Their four leaders, the Fanglords, now rule the caves.

It's a long run for characters in their late teens, and it pays off. Four pieces of the Embrace of the Viper leather set drop from the Fanglords, Horde players carry a stack of quests, and the run ends with an escort event that only unlocks once all four Fanglords are dead.

Getting there

The caverns open into the hills southwest of the Crossroads, in the Barrens. Walk into the huge cave mouth and follow the outer caverns to the instance portal. Deviate beasts roam the approach, so don't arrive on half health.

The Barrens are Horde territory, but Deviate Hides, Deviate Eradication, Smart Drinks and Trouble at the Docks are open to both factions, so Alliance groups have plenty to do here too.

Map

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Hover or focus a pin for a quick look; select it for its details here.Tap a pin for its details here.

  • Boss
  • Entrance
  • NPC

Quests

Horde groups come for Leaders of the Fang: bring the Gems of Cobrahn, Anacondra, Pythas and Serpentis to Nara Wildmane in Thunder Bluff. Those are the four Fanglords you kill anyway for the final event. Hamuul Runetotem and Nara Wildmane are the short speak-with steps that lead to it.

Pick up the rest before you zone in. The Glowing Shard comes later, from Mutanus himself:

  • Serpentbloom: 10 Serpentbloom for Apothecary Zamah in Thunder Bluff. Horde only.
  • Deviate Hides: 20 Deviate Hides for Nalpak, who waits in the Wailing Caverns.
  • Deviate Eradication: kill 7 each of Deviate Ravagers, Deviate Vipers, Deviate Shamblers and Deviate Dreadfangs for Ebru, also in the Wailing Caverns.
  • Smart Drinks: 6 portions of Wailing Essence for Mebok Mizzyrix in Ratchet.
  • Trouble at the Docks: take the bottle of 99-Year-Old Port back from Mad Magglish, who's hiding in the caverns, for Crane Operator Bigglefuzz in Ratchet.
  • The Glowing Shard: Mutanus drops the Glowing Shard that starts it. Take the shard to Ratchet, find someone who can tell you what it is, and deliver it where you're told.

Wailing Caverns quests
QuestLevelReq. levelSideDone
16
10
Horde
16
10
Horde
17
13
18
14
Horde
18
13
18
14
21
15
22
10
Horde
26
15

Bosses

Lord Cobrahn

Level 20EliteShow on map: Lord Cobrahn

Cobrahn throws Lightning Bolts and heals himself with Healing Touch. His own twist is Cobrahn Serpent Form: at 30% health he shifts into a giant snake that swings slower but hits much harder, and from then on he puts players to sleep with Druid's Slumber. Interrupt every heal and have the tank ready for the serpent's hits.

A sleeping player wakes the moment they take damage, so a slept tank is a small problem. A slept healer is the real one. He drops Leggings of the Fang, the first of the four Embrace of the Viper pieces here.

Tank

Save your cooldowns for the serpent form: that's when his hits get big.

Healer

Keep the tank topped up, so a Druid's Slumber on you costs a few seconds of healing, not the fight.

Damage

Interrupt every Healing Touch. A Fanglord who heals turns a short fight into a long one.

Abilities

  • Lightning BoltCan be interrupted

    He keeps his distance to cast it. Interrupt it.

  • Healing TouchCan be interrupted

    Heals himself or an ally (3-second cast). Interrupt it.

  • Cobrahn Serpent FormTankImportant

    At 30% health he turns into a serpent: slower but heavier blows, and he starts putting players to sleep.

Lady Anacondra

Level 20Elite

Anacondra heals with Healing Touch, puts a player to sleep with Druid's Slumber and hits anyone who attacks her in melee with Nature damage from Thorns Aura. Interrupt the heals and she goes down fast. Pull any Druids of the Fang near her first, so you never face two healers at once.

She drops Belt of the Fang for the set, and Snakeskin Bag, a 10-slot bag anyone can use.

Tank

Break line of sight at the pull so she comes into melee, where every interrupt can reach her.

Healer

If you have a heal-over-time, keep it rolling on the tank: it keeps working while you sleep.

Damage

Agree on an interrupt order before the pull, so no Healing Touch gets through.

Abilities

  • Healing TouchCan be interrupted

    Heals herself or an ally. Interrupt it.

  • SleepMagic effect

    Puts a player to sleep for up to 20 seconds. Damage wakes them, and a Magic dispel removes it.

  • Thorns AuraDamage dealers

    Nature damage to whoever hits her in melee.

Kresh

Level 20EliteShow on map: Kresh

Kresh is a giant turtle and an optional kill: the final event doesn't need him. His Shell Shield cuts the damage he takes by 60% for 12 seconds. Take him for Kresh's Back, a shield with bonus defense for tanks.

Abilities

  • Shell ShieldDamage dealers

    For 12 seconds he takes 60% less damage, and attacks slower but harder.

Lord Pythas

Level 21EliteShow on map: Lord Pythas

Pythas is the third Fanglord. He heals with Healing Touch, puts a player to sleep with Druid's Slumber, and his Thunderclap hits everyone near him with Nature damage and slows attacks and movement for 10 seconds. Interrupt every heal, and keep the tank healthy enough to ride out a sleeping healer.

He drops Armor of the Fang, the chest of the Embrace of the Viper set, and Stinging Viper, a mace that poisons its target.

Tank

Pull him into your group rather than fighting at his spot, so the interrupters don't have to run.

Healer

If you're slept, the tank has to lean on a healing potion until you wake: make sure they carry some.

Damage

Stop every Healing Touch, then burn him down.

Abilities

  • ThunderclapHealersMagic effect

    Nature damage to everyone near him, then slower attacks and movement for 10 seconds.

  • Healing TouchCan be interrupted

    Heals himself or an ally. Interrupt it.

  • SleepMagic effect

    Puts a player to sleep for up to 20 seconds.

Skum

Level 21EliteShow on map: Skum

Skum is a giant lizard and another optional kill. His Chained Bolt jumps to a second player, so interrupt it. Take him if someone wants Glowing Lizardscale Cloak, an Agility cloak, or Tail Spike, a dagger with Strength and Agility.

Abilities

  • Chained BoltCan be interrupted

    A lightning bolt that jumps to a second player. Interrupt it.

Lord Serpentis

Level 21EliteShow on map: Lord Serpentis

Serpentis is the last Fanglord. He throws Lightning Bolts from range, heals with Healing Touch and puts players to sleep. Interrupt the bolts and the heals. With all four Fanglords dead, the Disciple of Naralex will start the final event.

He drops Venomstrike, a bow for Hunters, and Footpads of the Fang for the set.

Tank

Same plan as the other Fanglords: bring him into the group and hold him still.

Healer

Top everyone off after the kill: the ritual is a long stretch of fighting.

Damage

Interrupt Healing Touch, then save your cooldowns for Mutanus.

Abilities

  • Healing TouchCan be interrupted

    A slow heal (3.5 seconds) on himself or an ally. Interrupt it.

  • SleepMagic effect

    Puts a player to sleep for up to 20 seconds.

  • Lightning BoltCan be interrupted

    He keeps his distance to cast it. Interrupt it.

Verdan is a giant plant creature on the Crag of the Everliving, and an optional kill. His Grasping Vines knocks down and roots everyone near him, so keep the healer and ranged players well out of his reach.

He drops Living Root, a staff with a big healing bonus for this level.

Tank

Hold him where he stands so Grasping Vines only catches you and the melee.

Healer

Stay at range. A knocked-down healer can't cast.

Damage

Ranged, keep your distance. Melee, expect to be rooted: stay in range of him and keep attacking.

Abilities

  • Grasping VinesImportant

    When his target is close, he knocks down and roots everyone near him for 10 seconds. Ranged players, keep your distance.

Mutanus the Devourer

Level 22EliteFinal bossShow on map: Mutanus the Devourer

Mutanus only shows up through the Naralex event. Kill all four Fanglords, then go back to the Disciple of Naralex near the entrance and talk to him. He leads you through the caverns to Naralex and starts a ritual to wake him.

Waves of Deviate Moccasins and Nightmare Ectoplasms attack during the ritual: kill them and keep them off the Disciple. Then Mutanus the Devourer, a hulking murloc, joins the fight. Thundercrack hits everyone near him and stuns them for 2.5 seconds. He puts players to sleep with Naralex's Nightmare and fears his target with Terrify. When he dies, Naralex wakes.

He drops the Glowing Shard, which starts The Glowing Shard.

Tank

When Terrify sends you running, get straight back and take him again before he settles on someone else.

Healer

Heal whoever has him while the tank is feared, then switch back.

Damage

Kill the waves fast so the Disciple stays safe, and save your cooldowns for Mutanus.

Abilities

  • ThundercrackHealers

    Nature damage to everyone near him and a 2.5-second stun.

  • Naralex's NightmareMagic effectCan be interrupted

    Puts a player to sleep for up to 15 seconds.

  • TerrifyMagic effect

    Makes a player flee in fear for 4 seconds.

Trash and pulls

  • Druids of the Fang are the dangerous pulls. They cast Druid's Slumber and heal with Healing Touch: kill them first and interrupt the heals.
  • The Druids of the Fang are Humanoids, so Sap and Polymorph hold them. The deviate raptors, wind serpents, vipers and adders are Beasts: Hibernate, Polymorph and Scare Beast all work. Deviate Shamblers are Elementals and Evolving Ectoplasms have no creature type, so none of those work on them.
  • Damage breaks all of that crowd control, so keep AoE off controlled targets.
  • The caverns branch and loop. Clear toward one Fanglord at a time and keep the group together.

Loot

The Fanglords carry the set, and the optional bosses carry some of the best single pieces:

30 items

Wailing Caverns loot
Waist
Mail
22
17
18%
Legs
Leather
22
17
17%
Chest
Cloth
22
17
55%
Waist
Leather
21
16
9.6%
Shoulder
Leather
23
18
43%
Snakeskin Bag (Uncommon)
Bag
25
4.7%
Snake Eye Kaleidoscope (Rare)New in Forever
Neck
22
17
Off Hand
Shield
23
18
13%
Off Hand
Shield
21
16
67%
Cloak of Hermitic Bliss (Rare)New in Forever
Back
22
17
One-Hand
One-Handed Mace
24
19
30%
Chest
Leather
23
18
55%
Slither Cord (Rare)New in Forever
Waist
Cloth
22
17
Back
23
18
45%
Tail Spike (Rare)
One-Hand
Dagger
21
17
47%
Skum's Bucket (Rare)New in Forever
Held In Off-hand
22
17
Ranged
Bow
24
19
17%
Hands
Cloth
23
18
19%
Feet
Leather
22
17
21%
Feet
Mail
23
18
23%
Off Hand
Shield
24
19
39%
Two-Hand
Staff
23
18
38%
Back
22
17
20%
Shoulder
Cloth
25
20
30%
Chest
Mail
23
18
22%
Finger
24
19
31%
Glowing Shard (Common)
15
15
68%
Ranged
Wand
23
18
Deviate Faerie Dragon · rare
42%
Back
21
16
Deviate Faerie Dragon · rare
45%
Hands
Leather
19
14
Trash mobs
2.4%

Item sets

Embrace of the Viper

All 5 pieces drop here

Tips

  • Kill all four Fanglords before you talk to the Disciple of Naralex. He won't start the ritual until they're dead.
  • Kresh, Skum and Verdan are optional. Skip them if your group is short on time: the event only needs the Fanglords.
  • Assign interrupts before every Fanglord pull. Kick, Shield Bash and Earth Shock all stop Healing Touch.
  • Druid's Slumber and Mutanus's Naralex's Nightmare are Magic effects: a Priest's Dispel Magic, from 18, wakes the sleeper.
  • Loot the Glowing Shard from Mutanus: it starts a quest for both factions.

Changelog

  • Guide published.
  • Refreshed the page title and summary.

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