Dungeon Crucible of Fortunes
Drhossil's Caves
Level 150 dimension dungeon at Enurado, at [-2,-3]: a single room, five waves of Drhellers and a boss to be killed before its turn 5, the Drhossil, whose Abyss kills everything that approaches it. Quests to start, room, strategy, monsters, achievements and loot.
![Drhossil's Caves: the dungeon entrance, at [-2,-3]](/wp-content/uploads/dofus/donjon-galerie-du-phossile-entree-grand.webp)
Quests linked to Drhossil's Caves
The dungeon quest, For Whom The Drhell Holes, which follows Drhevil in the Dark at Dhyan Fossi's, is completed by beating the Drhossil in a single fight. Accept it before entering: a fight won without the quest in progress doesn't count.
It is completed on the Drhossil. Dhyan Fossi is looking for the Drhell's sacred shovel: beat the Drhossil in a single fight, talk to her inside the caves, then go back to see Professor Maximilio.
- Start
- Dhyan Fossi, Crucible of Fortunes
- Prerequisites
- Drhevil in the Dark
Kamatrix30 Orichor and 16,457,000 XP
For later
Between levels 140 and 164, this is where the dimensional detour takes place. Mary Reankle asks for a Dimensional Diamond to take you to Vardo, and the dimension dungeon to do depends on your level: the Drhossil in this bracket.
- Start
- Nova, Cania Plains
- Prerequisites
- Shock Treatment
The Drhossil is one of the three guardians to beat. The Disciple of Foluk sends you to fetch idols from Harmonie Daule, then to defeat the Drhossil, the Kanigrula and the Korriander, each in a single fight.
- Start
- Disciple of Foluk, Otomai Island
Tengu Snowfoux Leatherand 43,924,800 XP
Two other Enurado quests stop in front of the entrance: Orichomania measures the orichor rate there, All That Glitters checks a barrel of kamas there.
The room of Drhossil's Caves
A dimension dungeon: a single room, but five waves of Drhellers, on turns 1, 6, 11, 16 and 21, or earlier if you clear the current wave. The scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.


Defeat the Drhossil
Abyss, on turn 5
At the start of its turn 5, then every 4 turns (9, 13 and onward), the Drhossil kills all characters within 3 range of it. If it's still alive on turn 4, move the whole team away before it plays, and beware of pushes and pulls that bring you back toward it.
Level 150
8,600 HP
14 AP
5 MP
- Resistances (%)
Earth 22%
Fire 28%
Water 13%
Air 37%
Neutral -5%
It hits at short range, pushes back with Ched Drheller, pulls with Epicentre and erodes with Drhellabity. Its passive adds three effects: Abyss, Glyphyphy and Alignment. Kill it first, before its turn 5. Its lowest resistance: Neutral, at -5%.
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Ched Drheller
Pushes back 2 cells, in a line and without line of sight: it can throw you into Abyss's area or onto a red glyph.
-
Drhellabity
A second line of damage worth half of the Drhossil's eroded HP: the longer the fight lasts, the more it hurts.
-
Lava Bath
On contact: heavy Fire damage and two turns of your effects removed. Don't stay stuck to it.
-
Epicentre
In a line: pulls the characters around the target toward it. Move away from the targeted character.
The four-step strategy against the Drhossil
From a distance, but at 8 range or less. Alignment gives 1 MP and a shield to monsters more than 8 range away from the character who ends their turn. So end at 8 range or less from the Drhossil, without ever entering 3 range of it. Your allies within 4 range of you also gain this shield.
The Drhossil first. The whole team on it from turn 1: the ideal is to kill it before its turn 5. Put it in Gravity, or the Powa Drhell, so Tunnellipse can't swap it. If it takes refuge in the Call For Help glyph, get it out before hitting.
Turn 4: back off. If it's still alive at the end of turn 4, move all your characters more than 3 range away before its turn 5. Repeat every 4 turns as long as it's alive.
The waves. With the Drhossil dead, all that's left is to clear the waves. Each one arrives invulnerable for one turn: take advantage to reposition. Quickly kill the active wave so you never face two groups at once.
Glyphyphy and Alignment
Each time a character or monster other than the Drhossil is pushed or pulled, it leaves a 3-turn red glyph beneath it: +30% damage taken while you're in it. Get out quickly, and watch out for Ched Drheller, Epicentre, Tunnellipse and Repulsive Wave.
At the end of each character's turn, Alignment gives 1 MP, non-stackable, and 150% of their level as a shield to monsters more than 8 range away from them; its allies within a radius of 4 cells receive the same shield. Stay close to the monsters and your allies, out of Abyss's reach.
Waves and modifiers
The fight opens with the Drhossil and three monsters with four characters, one more per character beyond that; each wave then has as many monsters as fighters. Reinforcements arrive on turns 6, 11, 16 and 21, or as soon as the current wave is cleared.
As in every divine dimension, a combat modifier applies, out of ten. Measured Distance, Hurtful Hindrances or Invigorating Solitude help you; Cyclic Power, which gives enemies 50% vitality, or Invigorating Pushes, which makes the monsters around a pushed enemy heal, hinder you.
The monsters of Drhossil's Caves
Five level 142 Drhellers, all with 3,100 HP, each weak to two elements. Drhellvina and the Drheamer protect the others: they are the targets that follow the Drhossil. Resistances in red are their weaknesses.
In which order to kill the monsters
- Drhellvina — her Drhessing heals or strengthens the other Drhellers, depending on the one she targets.
- Drheamer — its Call For Help gathers the monsters and halves the damage they take.
- Digshot — from turn 3, Dhispersion greatly reduces the ranged damage taken by its group.
- Powa Drhell, then Perfidhius — swaps, pulls and teleports: annoying for positioning, not for the others' survival.
Level 142
3,100 HP
12 AP
4 MP
- Resistances (%)
Earth -19%
Fire 21%
Water -14%
Air 11%
Neutral 26%
Drhessing changes effect depending on the targeted Drheller: damage and pull around the Powa Drhell, damage and push around the Digshot, shield, MP removal or 10% heal around the others. Dhrig makes the monsters around it hit on contact. Weak to Earth and Water.
DrhessingDifferent effect depending on the targeted Drheller: damage, push, pull, shield, MP removal or heal.
DhrigThe monsters around Drhellvina hit every enemy in contact with them with life steal, at the start of their turn. Don't end your turn stuck to them.
War DhriveHits and puts you in Gravity for one turn: impossible to flee by teleportation.
Level 142
3,100 HP
12 AP
5 MP
- Resistances (%)
Earth 21%
Fire -14%
Water 11%
Air 26%
Neutral -19%
Puddlake places a glyph that gives 2 AP, Repulsive Wave a glyph that heals, to anyone who ends their turn on it. Call For Help halves the damage taken by the monsters around it: get your target out of its glyph. Weak to Neutral and Fire.
PuddlakeBlue glyph that gives 2 AP to anyone who ends their turn on it, ally or enemy.
Repulsive WavePushes back 3 cells and places a green glyph that heals anyone who ends their turn on it for 10%.
Call For HelpPulls the monsters around the Drheamer and places a glyph that halves the damage they take, for one turn.
Level 142
3,100 HP
12 AP
5 MP
- Resistances (%)
Earth -14%
Fire 11%
Water 26%
Air -19%
Neutral 21%
Fracturgescence pulls 2 cells in a line, Maldrhehyde removes flight diagonally. Dhispersion reduces ranged damage by about 4,000 taken by it and its nearby allies, for one turn: hit elsewhere or get the target out of its area. Weak to Air and Earth.
DhispersionFrom turn 3: big reduction of ranged damage for the Digshot and its nearby allies, for one turn. Cooldown: 3 turns.
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Fracturgescence
Pulls 2 cells, in a line from 5 to 8 range.
Maldrhehyde
Level 142
3,100 HP
12 AP
4 MP
- Resistances (%)
Earth 11%
Fire 26%
Water -19%
Air 21%
Neutral -14%
Tunnellipse swaps places with an ally, then hits and pulls around its landing cell: Gravity prevents that. Drhell Thru removes 200 power on contact, Re-edhucation heals nearby monsters if it is hit in melee. Weak to Water and Neutral.
-
Tunnellipse
Swaps places with an allied monster up to 5 range, then life steal and pull around its landing cell.
Drhell ThruOn contact: life steal and -200 power for one turn.
Re-edhucationFor two turns, each melee hit received heals the monsters around the Powa Drhell: hit it from a distance.
Level 142
3,100 HP
12 AP
5 MP
- Resistances (%)
Earth 26%
Fire -19%
Water 21%
Air -14%
Neutral 11%
Drhelling teleports it in a line and hits around its landing cell, Dhefense pushes back on contact. Perfugitive makes it unlockable and gives its nearby allies 1 MP for each ranged damage taken. Weak to Fire and Air.
-
Drhelling
Teleportation in a line, then Air damage around its landing cell.
-
Dhefense
PerfugitiveUnlockable for one turn, and 1 MP gained per ranged damage taken for it and its nearby allies.
Preparing your run through Drhossil's Caves
A dimension dungeon for teams of level 140 to 150, rated medium difficulty: a single room, five waves, and a boss to be killed before its turn 5. You come for For Whom The Drhell Holes, for the achievements and for the Drhossil Tusk, which drops at 24%: the Drhossil cannot be captured.
How to enter Drhossil's Caves
The entrance is in the Crucible of Fortunes, in Enurado's divine dimension, at . To get there, start a portal hunt from the Voyagers' Tower . You need a Drhossil's Caves Key (consumed) or the automatic group search: the key ring doesn't work in a dimension, nor does the group teleportation in front of the dungeon.
Crafting the Drhossil's Caves Key
It is crafted at a handyman. Four ingredients drop from the dungeon's Drhellers, at 24%: Digshot Skin, Powa Drhell Horn, Perfidhius Eye and Drheamer Claw. The Drheller Tooth is bought for 2 Orichor from Megistus the Collector ; Sickle-Hammerhead Shark (fishing), Ginseng and Hemp (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 150 | |
| 2 | 150 | |
| 2 | 150 | |
| 2 | 150 | |
| 1 | 150 | |
| 2 | 150 | |
| 2 | 140 | |
| 3 | 140 |
Which team to bring against the Drhossil
Ranged damage. The best strategy is to play at a distance and kill the Drhossil first, before its turn 5. Classes that hit hard from the first turns make all the difference.
Gravity. A Drhossil or Powa Drhell under Gravity can no longer be swapped by Tunnellipse: the boss stays where you placed it, within reach of your damage and away from your characters.
The five achievements of Drhossil's Caves
Each achievement grants 16,457,000 XP and 2 Drhossil Tusk, and Duo doubles the XP. Freedom and Duo are played with the basic strategy.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Drhossil in its dungeon by completing the “Void Diagonal” challenge. | 10 | 16 457 000 | |
| Defeat the Drhossil in this boss's dungeon. | 10 | 16 457 000 | |
| Defeat the Drhossil in its dungeon by completing the “Impertinence” challenge. | 10 | 16 457 000 | |
| Defeat the Drhossil in its dungeon by completing the “Freedom” challenge. | 10 | 16 457 000 | |
| Defeat the Drhossil in its dungeon by completing the “Duo” challenge. | 20 | 32 914 000 |
Impertinence
Each ally must end their turn next to an enemy. No particular difficulty, but the starting cells are a bit far apart: position everyone well from turn 1 to reach an enemy. On Abyss's turn, stick to a monster other than the Drhossil.
Freedom
Never try to remove MP or range from the opponents. Hit from a distance, without removing MP. The achievement has become very easy since Alignment no longer works through MP removal.
Special: Void Diagonal
No ally, apart from static summons, may end their turn diagonal to an enemy or an ally. An annoying constraint over five waves. Line up your characters, facing the monsters, and check every end of turn, especially after a push or a pull.
Duo
Two characters maximum, fewer than 30 turns. No particular difficulty: use the basic strategy again, the Drhossil first and before its turn 5, then chain the waves.
Drops and loot of Drhossil's Caves
Base in-game rates, before Prospecting bonuses.
On the Drhossil
Drhossil TuskBone24 %
Nougat Rabmarac BarTreat6 %
Bag of CherriesContainer3 %
KamatrixMiscellaneous Resource2 %
Biltong CarrionMeat1,21 %
Al Howin GobtubbyCeremonial pet0,6 %
On the henchmen of the Drhossil
Biltong MeatMeat · Drhellvina24 %
Drhellvina TailTail · Drhellvina24 %
Digshot SkinSkin · Digshot24 %
Drheamer ClawBone · Drheamer24 %
Perfidhius EyeEye · Perfidhius24 %
Powa Drhell HornBone · Powa Drhell24 %
KamatrixMiscellaneous Resource · Drhellvina2 %
OrichorToken · Digshot1,2 %
Bag of CherriesContainer · Drhellvina1 %
Drhossil's Caves as a guild Expedition
The Caves exist in two guild Expeditions, Audacious and Valour, each with its own modifier:
- Audacious: the Drhossil has 900% more vitality, that is 77,400 more HP with four, but -20% resistances; each monster in contact with it at the start of its turn deals it 5% of its current HP as Neutral damage;
- stick as many monsters as possible to it after their turn, or remove all their MP: it hits itself. A Pandawa last in initiative helps a lot, and direct damage takes over when it's low;
- its attacks add a line of 5% of its HP: stay more than 4 range away from it, and watch out for Drhellvina's 10% heal;
- Valour: the Drhossil is invulnerable as long as a monster lives, and gains 20 lock every turn, stackable, and 1 MP per living monster;
- clear the wave: it becomes vulnerable at the start of its next turn, until the following wave. Kill it before wave 2, while watching Abyss with its extra MP.
Where are Drhossil's Caves located?
In Enurado's dimension, at the Crucible of Fortunes, at . You enter through a portal, found thanks to the portal hunt in the Voyagers' Tower .
What level should you be to do Drhossil's Caves?
Minimum level 140, 150 recommended. The dungeon is of medium difficulty, provided you kill the Drhossil before its turn 5.
Which quest should you do in Drhossil's Caves?
For Whom The Drhell Holes, at Dhyan Fossi's , after Drhevil in the Dark. It is completed by beating the Drhossil in a single fight.
How do you beat the Drhossil?
Kill it first, from a distance, before its turn 5. Stay 8 range or less from it so as not to boost the monsters, and never 3 range or less on Abyss's turn.
What should you do if the Drhossil survives turn 4?
Move all your characters more than 3 range away before its turn: Abyss kills everything in this area, then comes back every 4 turns.
Which monster should you target after the Drhossil?
Drhellvina, then the Drheamer. The first heals and strengthens the Drhellers, the second halves the damage taken by the monsters in its glyph.
Can the Drhossil be captured?
No, the Drhossil can't be captured. No soul stone is needed for this dungeon.
Does the key ring work for Drhossil's Caves?
No, the key ring doesn't work in a dimension. You need a Drhossil's Caves Key, or to use the automatic group search.
Can Drhossil's Caves be done with two players?
Yes, it's even an achievement: the Duo, in fewer than 30 turns. No particular difficulty: the Drhossil first, then the waves.
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