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Wailing Caverns Dungeon Guide for WoW Forever

Kill the four Fanglords for Embrace of the Viper pieces, then run Naralex's escort, which unlocks only after they die. A Barrens run for late teens.

Level
17–24 recommended
Minimum entry level
Entry level 10
Players
5
Location
The Barrens, Kalimdor

Before your run

Access and maps

Minimum entry level: 10. Choose your group using the recommended level range.

The Barrens area guide →

Map covers 1 floor. Entrance markers show where you arrive inside.

Quests and equipment

12 quests. 4 quests have earlier steps.

Choose your character in the loot finder, then compare upgrades with your equipped set.

Quest preparation12 quests

Review the earlier steps on each quest page, along with its objectives, rewards and travel details.

Map and bosses

Zoom to explore; select a pin for detailsTap a pin for details

9 locations

Lord Cobrahn

Level 20Elite
  • Waist, Mail18%encounter reference
  • Legs, Leather17%encounter reference
  • Chest, Cloth55%encounter reference
  • New in Forever
  • New in Forever
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Lord Cobrahn selected

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Updated

Written by stillsixty staff.

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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.

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:

  • Level 18Requires 14Horde

    10 Serpentbloom for Apothecary Zamah in Thunder Bluff. Horde only.
  • Level 17Requires 13

    20 Deviate Hides for Nalpak, who waits in the Wailing Caverns.
  • Level 21Requires 15

    Kill 7 each of Deviate Ravagers, Deviate Vipers, Deviate Shamblers and Deviate Dreadfangs for Ebru, also in the Wailing Caverns.
  • Level 18Requires 13

    6 portions of Wailing Essence for Mebok Mizzyrix in Ratchet.
  • Level 18Requires 14

    Take the bottle of 99-Year-Old Port back from Mad Magglish, who's hiding in the caverns, for Crane Operator Bigglefuzz in Ratchet.
  • Level 26Requires 15

    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.

Bosses

  1. 1. Lord CobrahnLevel 20
  2. 2. Lady AnacondraLevel 20
  3. 3. KreshLevel 20
  4. 4. Lord PythasLevel 21
  5. 5. SkumLevel 21
  6. 6. Lord SerpentisLevel 21
  7. 7. Verdan the EverlivingLevel 21
  8. 8. Mutanus the DevourerLevel 22Final boss

Loot (5)

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

    His main attack: a ranged Nature bolt, cast from a distance. Kick or silence it, or pull him around a corner so he has to come to you.

  • Healing TouchCan be interrupted

    A 3-sec heal on himself or a friend. Keep an interrupt ready and stop every one.

  • Cobrahn Serpent FormTankImportant

    Shapeshifts into a serpent for 5 min., increasing attack damage by 50, and increasing the time between attacks by 43%.

Level 20Elite

Loot (4)

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

    A long heal on himself or a friend. Keep an interrupt ready and stop every one.

  • SleepMagic effect

    One player falls asleep, for 20 sec at most. Any hit wakes them; a Magic dispel clears it sooner.

  • Thorns AuraDamage dealers

    Anyone hitting her in melee takes a little Nature damage back.

3. Kresh

Level 20EliteShow on map: Kresh

Loot (3)

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 sec he hides in his shell: 60% less damage taken, slower but harder swings. Ease off and save cooldowns until it ends.

Loot (4)

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 on all nearby players, who then move and swing slower for 10 sec.

  • Healing TouchCan be interrupted

    A long heal on himself or a friend. Keep an interrupt ready and stop every one.

  • SleepMagic effect

    One player falls asleep, for 20 sec at most. Any hit wakes them; a Magic dispel clears it sooner.

5. Skum

Level 21EliteShow on map: Skum

Loot (4)

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 hops on to one more player. Kick it.

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 3.5-sec heal on himself or a friend. Keep an interrupt ready and stop every one.

  • SleepMagic effect

    One player falls asleep, for 20 sec at most. Any hit wakes them; a Magic dispel clears it sooner.

  • Lightning BoltCan be interrupted

    His main attack: a ranged Nature bolt, cast from a distance. Kick or silence it, or pull him around a corner so he has to come to you.

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

    Inflicts Physical damage to nearby enemies, knocking them down and immobilizing them for 10 sec.

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 damages and stuns everyone close to him 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

    A thunderclap that hurts and stuns all players in melee range for 2.5 sec. Healers, stand back where it cannot reach you.

  • Naralex's NightmareMagic effectCan be interrupted

    Puts the enemy target to sleep for up to 15 sec. Any hostile action will awaken the target. Only one target can be slept at a time.

  • TerrifyMagic effect

    Terrifies an enemy, causing it to flee in fear for 4 sec. Only 1 target can be terrified at a time.

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:

  • Leather

    • From Lord Cobrahn17%encounter reference
    • From Lady Anacondra9.6%encounter reference
    • From Lord Pythas55%encounter reference
    • From Lord Serpentis21%encounter reference
    Four Embrace of the Viper pieces, Leggings of the Fang from Cobrahn, Belt of the Fang from Anacondra, Armor of the Fang from Pythas and Footpads of the Fang from Serpentis. The set bonuses add Intellect, then Attack Power.
  • Healers

    • From Verdan the Everliving38%encounter reference
    • From Lord Cobrahn55%encounter reference
    Living Root from Verdan and Robe of the Moccasin from Cobrahn.
  • Tanks

    • From Kresh13%encounter reference
    • From Mutanus the Devourer22%encounter reference
    Kresh's Back from Kresh, and Mutant Scale Breastplate from Mutanus, a mail chest with Strength.
  • Hunters

    • From Lord Serpentis17%encounter reference
    Venomstrike from Serpentis.
  • Everyone

    • From Lady Anacondra4.7%encounter reference
    Snakeskin Bag from Anacondra, a 10-slot bag.
Every drop (34)

Percentages in this encounter list are reference figures. These rows have no current Forever observation counts. Sources and availability

Create a character

34 items

Wailing Caverns loot
Waist
Mail
22
17
18%encounter reference
Legs
Leather
22
17
17%encounter reference
Chest
Cloth
22
17
55%encounter reference
Pattern: Filigreed Shadow Gown (Rare)New in Forever
20
1
20
Waist
Leather
21
16
9.6%encounter reference
Shoulder
Leather
23
18
43%encounter reference
Snakeskin Bag (Uncommon)
Bag
25
4.7%encounter reference
Snake Eye Kaleidoscope (Rare)New in Forever
Neck
22
17
Off Hand
Shield
23
18
13%encounter reference
Off Hand
Shield
21
16
67%encounter reference
Cloak of Hermitic Bliss (Rare)New in Forever
Back
22
17
One-Hand
One-Handed Mace
24
19
30%encounter reference
Chest
Leather
23
18
55%encounter reference
Slither Cord (Rare)New in Forever
Waist
Cloth
22
17
25
1
Back
23
18
45%encounter reference
Tail Spike (Rare)
One-Hand
Dagger
21
17
47%encounter reference
Skum's Bucket (Rare)New in Forever
Held In Off-hand
22
17
25
1
Ranged
Bow
24
19
17%encounter reference
Hands
Cloth
23
18
19%encounter reference
Feet
Leather
22
17
21%encounter reference
Feet
Mail
23
18
23%encounter reference
Off Hand
Shield
24
19
39%encounter reference
Two-Hand
Staff
23
18
38%encounter reference
Back
22
17
20%encounter reference
Shoulder
Cloth
25
20
30%encounter reference
Chest
Mail
23
18
22%encounter reference
Finger
24
19
31%encounter reference
Glowing Shard (Common)
15
15
68%encounter reference
Ranged
Wand
23
18
Deviate Faerie Dragon · rare
42%encounter reference
Back
21
16
Deviate Faerie Dragon · rare
45%encounter reference
Hands
Leather
19
14
Trash mobs
2.4%encounter reference

Class and level narrow the candidates; other requirements may apply. Compare with your equipment in the gear planner →

Item sets

Embrace of the Viper

All 5 pieces drop here

Tips

  • Tip

    Kill all four Fanglords before you talk to the Disciple of Naralex. He won't start the ritual until they're dead.

  • Tip

    Kresh, Skum and Verdan are optional. Skip them if your group is short on time: the event only needs the Fanglords.

  • Tip

    Assign interrupts before every Fanglord pull. Kick, Shield Bash and Earth Shock all stop Healing Touch.

  • Tip

    Druid's Slumber and Mutanus's Naralex's Nightmare are Magic effects: a Priest's Dispel Magic, from 18, wakes the sleeper.

  • Tip

    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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