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Mana-Tombs
MT, Tombs
File:Auchindoun Graphic.jpg
Mana-Tombs loading graphic
Location Auchindoun, Terokkar Forest
Race(s) Template:Ethereal Race
End boss Nexus-Prince Shaffar
Advised level 64-66
Player limit 5
Key Heroic Mode: [Auchenai Key]
Bosses

Pandemonius
Tavarok
Yor (heroic, summoned)
Nexus-Prince Shaffar

(lore)
(lore)
(lore)
(lore)

Other Auchindoun instances
Mana Tomb

Mana-Tombs entrance

The Mana-Tombs are a wing of the Auchindoun instance. It is accessed north from the Ring of Observance. Note that although the instance itself is called Mana-Tombs, the entrance area outside the portal is called Mana Tombs without the dash. The instance normally takes about 90-120 minutes.

History

Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth.

Its inhabitants are mostly ethereals opposing the Consortium. The Mana-Tombs provide reputation for the Consortium until Honored; afterwards, in order to gain rep with the Consortium in Mana-Tombs, it must be run on Heroic (which requires honored with Lower City). The ethereals of the Consortium cannot enter due to the anti-ethereal wards set by Nexus-Prince Shaffar; they have attempted to breach the gates with little success, but have still tested whether or not their efforts worked - often resulting in the spotaneous combustion (for lack of a better term) of the ethereal tester sent through the gate. According to the Consortium, the ethereals in the Mana-Tombs are robbing it blind and if you wish to do business with them, you'll have to aid in taking out the competition.

Walkthrough

Group and Level Guidance

It is recommended that you take characters in the 64-66 level range. It is essential to have Crowd Control and/or Anti-caster abilities in group. One primary mage or warlock and a secondary can be helpful (Mage, Warlock, Second Priest, Hunter, Rogue). Tanking is not nearly as important in mana-tombs as it is in other instances so an off tank is not required. Having a back up healer is also helpful on boss fights, but they should be able to add to dps when demanded. A Priest or paladin is also needed for their shadow resistance buffs.

Preparation for the Instance

Having Shadow resist items will make the first boss a lot easier, in fact, shadow resist items will be essential for players at the lower end of spectrum (63-64) that do not have a perfectly well formed party.

In order to summon Yor, at least one player from your party must have the quest N [70] Nexus-Prince Shaffar's Personal Chamber (Repeatable) or have completed N [70] The Eye of Haramad.

Stealth Runs

This dungeon provides moderate to heavy difficulty for a party made entirely of rogues and druids. No mobs have stealth detection, but there are several 'pinch-points' where 2 saps may not be enough to sneak by.

  • Pandemonius is linked to all mobs in his room. Everything inside the room must be cleared. You may safely sneak around this boss.
  • Tavarok fights alone, and can be pulled with little to no preparation from the east side. You may safely sneak around this boss.
  • Yor fights alone, but the eels around its prison should be cleared at the very least.
  • Shaffar is linked to all mobs in his room. Everything past the stairs must be cleared. This fight is especially cruel to melee, and may be impractical for stealth running.

Bosses

Trash

Mob Special Note Heroic Mode
Ethereal Crypt Raider Behaves like an arms Warrior, charging the furthest member of the group, interrupting spells, and using melee attacks. Has Mortal Strike ability. Be careful using Mind Control on a target within a group containing a Crypt Raider as they likely to interrupt it. Immune to Mind Control. Better to have one Raider crowd controlled when there are two of them.
Ethereal Scavenger Behaves like a prot Warrior with Shield bash ability. Can deliberately leave tank and Ability warrior shieldbash [Shield Bash] a nearby healer or spellcaster player locking their currently used magic school for 8 seconds. Immune to Mind Control.
Ethereal Priest Priests can be mind controlled; their heal will heal for 3k+ and the shield is comparable to a player's shield. For most groups, a single mind controlled priest is enough to solo heal the group. Immune to Mind Control.
Ethereal Sorcerer Mage-like mob with Spell nature starfall [Arcane Missiles]. After short time in combat summons two arcane elementals with Spell nature wispsplode [Arcane Explosion]. Immune to Mind Control.
Ethereal Darkcaster Shadow-Priest-like mob. Mana burn for up to 3.5k with a 30 yard range. Shadow Word: Pain ticks up to 1k. Spell shadow lifedrain [Vampiric Aura] - melee attacks restore health on successful hit. Best way to deal with these is to mind control them before the pull and let the other mobs kill it. Alternatively, they can be burned down quickly and silenced/stunned when they attempt to Mana Burn. Immune to Mind Control. Vampiric Aura restores up to 20% of the mobs health. Mana burns ~10k mana.
Ethereal Spellbinder Behaves like a Warlock, putting Immolate DoT spells on everyone. Summons 2 Mana Wraiths with shadowbolt volley attack. Also have a 3 second Counterspell ability with a short (5 second) cooldown. Immolate DoT ticks for 725 damage, initial hit over 1k. Two Spellbinders can put double Immolate on every group member in few seconds, and that hurts. Immune to Mind Control.
Nexus Stalker Rogue-like mob with gouge and Ghostly Strike poison used on random target. Poison deals 1100-1300 damage each tick. Immune to Mind Control.
Nexus Terror His melee attacks deal pure shadow damage, not mitigated by armor. Its common to see 2000+ damage crits on tank, and has AoE fear (Spell shadow psychicscream [Psychic Scream]) Immune to Spell shadow cripple [Banish]. Instead of an AoE fear, casts single target Spell shadow deathcoil [Death Coil] at random party member (not 1st on threat list). Immune to crowd control.
Ethereal Theurgist Have a Spell nature polymorph [Polymorph] and a Spell holy excorcism 02 [Blast Wave] AoE abilities. Immune to Mind Control.
Mana Leech Non elite mana beast. Come in groups and individually do weak melee damage. Upon death, they explode into an arcane explosion for around 1500 damage. When more than 1 target in melee range, all leeches begin to do Arcane Explosion. If they sense a mana user in close range (below 20 yd maybe) they burn down his mana in mere seconds. Recommended to send tank on them and kill safely one by one from distance, or send a suicidal mage that will need good healing. Same strategy as in normal mode.

Loot

See Mana-Tombs loot.

Reputation

Reputation gains go to Consortium.

A complete clear of Mana-Tombs will give about 1200 reputation with the Consortium until Honored, and 2400 each Heroic clear.

Maps

File:Mana Tombs map.jpg

Sub-areas

Quests

Two quests are available at the entrance to the instance:

  • N [66] Safety Is Job One - Kill mobs in the instance, completed at the control panel prior to reaching Shaffar
    • N [66] Someone Else's Hard Work Pays Off - Escort the head engineer back to entrance. Probably best done after killing Shaffar and clearing the whole instance. (As soon as you finish the quest Safety Is Job One, several friendly NPCs will spawn, one of them will offer you this quest.)
  • N [66] Undercutting the Competition - Kill Nexus-Prince Shaffar

The following are part of a quest chain that begins with Neutral Image of Commander Ameer in Blade's Edge Mountains after completing N [70] The Mark of the Nexus-King:

External links

Template:Auchindoun Wings

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