Dungeon Catacumbras
Toxoliath's Cave
Level 180 dungeon in the Srambad dimension, in [8,8]: a single room, five waves of Necroticks and a boss that poisons every MP you spend after hitting it. Quests to start, strategy, monsters, achievements and loot.
![Toxoliath's Cave: the dungeon entrance, at [8,8]](/wp-content/uploads/dofus/donjon-cave-du-toxoliath-entree-grand.webp)
Quests linked to Toxoliath's Cave
The dungeon quest, Armendacity, is completed on Toxoliath: beat it in a single fight and reach the exit. Accept it before entering: a fight won without the quest in progress doesn't count. Two other quests from Srambad and Sufokia require a specific run, detailed below.
The dungeon quest. After the Graves Serpentine 110 and its henchmen, beat the Toxoliath in a single fight, discover the cave's exit, then bring the Toxoliath Gastric Juice back to Kathy Brennan.
- Start
- Kathy Brennan, Srambad outpost
- Prerequisites
- Lord of the Necroticks
Orichor40, with 3 Dethornit Stinger and 36,604,000 XP
For later
A Dimensional Diamond, depending on your level. Nova asks you for a diamond taken from the dimension dungeon matching your level: between 190 and 200, it's Toxoliath's Cave.
- Start
- Nova
- Prerequisites
- Shock Treatment
Impressive Box of Fragmentsamong five boxes of fragments, and 250,000,000 XP
You must have completed Keep Moving! on Toxoliath. Without this achievement, Didier Cash won't talk to you properly: do it before you reach this step.
- Start
- Franky Lucgallio, Srambad
- Prerequisites
- Presumed Guilty
Orichor50, with 5 Mastaklyr's Disarmed Trap and 50,000,000 XP
Chef Zutlédoâ demands a Tainted Toxoliath Blood, among a long list of ingredients that also includes 3 Trechepeira Venom and 3 Tench.
- Start
- Brenshi Forgebelly, Gargandyas's Tail
- Prerequisites
- Level 180 and Trouble in Paradise
During events
- Tiwagrum Simulation
Tiwagrum can designate the Toxoliath as the guardian to defeat. Amakna Village, .
The room of Toxoliath's Cave
A single room, like all dimension dungeons, but one fight in five waves: as many monsters as in a classic dungeon. For the room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Toxoliath is there from the start, with the first wave. Position yourself before hitting it: afterwards, every MP spent will cost you dearly for 2 turns.


Defeat the Toxoliath
Toxmosis: don't move after hitting it
Each line of direct damage on the Toxoliath inflicts on you, for 2 turns, an end-of-turn Water poison that hits for each MP used. On the turn you hit it, spend no MP, neither before nor after the attack: all the turn's MP count. Position yourself on the previous turns. The poison disappears when the Toxoliath dies.
Level 180
9,700 HP
16 AP
4 MP
- Resistances (%)
Earth 13%
Fire 19%
Water 32%
Air 23%
Neutral 26%
No invulnerability, but Toxmosis poisons every MP of those who hit it, and its spells stack poison on poison. From turn 6, Volatile Poison changes everything: you have to kill it before then. Its resistances range from 13% (Earth) to 32% (Water).
Saving VenomInfinite range, one target per turn: +50% damage taken, and the monsters that hit it heal. Fountain of Youth prevents being targeted twice in a row.
Volatile PoisonFrom turn 6, recast every 4 turns: -2 AP, +2 MP, Fire poison and a glyph that increases damage taken. Kill the boss before then.
Vile ruseIn a line up to 7 RNG, three times per turn: end-of-turn Air poison for 5 turns. Stay out of its lines.
PuddlackUp to 2 RNG: erosion and poison on every AP used. Avoid as much as possible.
The four-step strategy against the Toxoliath
Play at range. The Necroticks hurt in melee and Toxoliath punishes every move. Play at range, with MP removal if you lack damage, and kill one or more monsters before attacking the boss: once it's been hit, you can't move anymore.
Toxoliath before turn 6. Two options: wear it down over several turns by keeping it at range, never moving after your hits, or kill it in a single turn with a single character, who won't suffer anything since the poison disappears with it. Teleportation, leaps and rushes let you move without MP.
The purple character. Each turn, Saving Venom colors one character purple: they take 50% more damage, and every monster that hits them heals itself. Move them away from the monsters that turn. Each hit received also removes one turn of bewitchment from them.
The following waves. Once Toxoliath is dead, finish the wave to bring on the next one. Kill the Trechepeira first, stay away from the Dethornit, wait for Incurable Poison to end before hitting a Scoliopode, and push the Sculucanus before touching them.
Toxmosis and the poisons
Toxmosis is applied to Toxoliath from the start of the fight. The poison doesn't stack and can be unbewitched, but unbewitching doesn't save the current turn: the poison stays active for that turn. The character who finishes off Toxoliath, however, can use their MP freely.
Between Toxmosis, Vile ruse, Puddlack, B'arbtagnan and Incurable Poison, poisons are raining down. Unbewitching spells, like the Eniripsa's Word of Youth, are better than late healing.
Volatile Poison, on turn 6
From turn 6 and then every 4 turns, for 2 turns: all your characters gain 2 MP, lose 2 AP, and take a start-of-turn Fire poison. It also places an inverted circle glyph of size 8 that increases damage taken by 50%. Hence the rule: Toxoliath dead before its turn 6.
Five waves
With four players, the fight starts with Toxoliath and three monsters, and each additional character adds one monster per wave. Waves arrive on turns 1, 6, 11, 16 and 21, or immediately if the field is empty. Each wave is invulnerable on the turn it arrives: prepare your focus rather than your bombs.
The monsters of Toxoliath's Cave
Five Necroticks of level 172, with 4,300 HP, each with a -29% weakness in a different element. The resistances in red are their weaknesses.
In which order to kill the monsters
- Trechepeira — the most dangerous: range, spells without line of sight, heavy damage, and AP and MP removal.
- Dethornit — it hits from afar and flees: remove its range and stay out of reach.
- Scoliopode — steals MP and prevents healing: wait for Incurable Poison to end if you can't kill it in one turn.
- Amorphid — less dangerous, except in melee when it has low HP or when you're eroded.
- Sculucanus — it can be ignored; push it before hitting it.
Level 172
4,300 HP
12 AP
5 MP
- Resistances (%)
Earth 21%
Fire 11%
Water -29%
Air 31%
Neutral 0%
Burngence removes 5 AP in an area, from 4 to 10 RNG without line of sight. Drain steals life without line of sight, and Star of the arachnee places a glyph that applies Gravity, removes 4 MP and adds damage on every hit received. Weak to Water.
Arachnee WebStar-shaped glyph, 2 turns: Gravity, -4 MP and extra damage on every hit received. Get out of it.
BurngenceRemoves 5 dodgeable AP in an area, without line of sight. Don't stay grouped within its range.
-
Drain
Level 172
4,300 HP
12 AP
6 MP
- Resistances (%)
Earth -29%
Fire 31%
Water 0%
Air 21%
Neutral 11%
Fearful AI: with range, it flees and shoots from afar with Daffy Deal, which steals 3 range; without range, it approaches. B'arbtagnan poisons in melee. Under Targeted Power, each damage line taken gives it power: hit hard, not often. Weak to Earth.
B'arbtagnan
Daffy DealSteals 3 RNG for 2 turns, without line of sight. Remove the Dethornit's range so that it comes to you.
Targeted PowerEach damage line taken gives the Dethornit power for 2 turns. Favor one big hit.
Level 172
4,300 HP
12 AP
6 MP
- Resistances (%)
Earth 0%
Fire 21%
Water 11%
Air -29%
Neutral 31%
Under Incurable Poison, every line of damage it receives makes the attacker unhealable and steals 2 MP from them. Powerful Cut poisons your MP and kills summons, Salivery pulls and erodes. Weak to Air.
Incurable PoisonFor 2 turns, hitting the Scoliopode makes you unhealable and steals 2 MP from you on every line.
Powerful CutIn melee: poison on MP used, and instant death for a summon.
SaliveryPulls one cell and erodes, in a line up to 3 RNG without line of sight.
Level 172
4,300 HP
12 AP
3 MP
- Resistances (%)
Earth 31%
Fire 0%
Water 21%
Air 11%
Neutral -29%
From turn 3, Tonguagement teleports her and pulls everyone around her, under Gravity. Braziero hits harder the fewer HP she has, and Personnel Drop punishes erosion. Weak to Neutral.
TonguagementFrom turn 3: teleportation, pull of 2 cells in an area and Gravity. Space your characters out.
BrazieroHits according to the Amorphid's missing HP: a Weak Amorphid hits very hard in melee.
Personnel Drop
Level 172
4,300 HP
12 AP
3 MP
- Resistances (%)
Earth 11%
Fire -29%
Water 31%
Air 0%
Neutral 21%
Guarded Carapace reflects half the damage and poisons the attacker on every damage line. Push damage removes the effect for one turn, but makes it unmovable. Hostretcher casts it on its target, Pinsect removes half of the current HP. Weak to Fire.
Hostretcher
PinsectRemoves half of the target's current HP for one turn, in a line up to 2 RNG.
Preparing your run through Toxoliath's Cave
A level 170 to 180 dungeon for teams that play at a distance and know how to dispel. People come here for Armendacity, the achievements, and Toxoliath Blood: the Toxoliath cannot be captured.
How to enter Toxoliath's Cave
The dungeon is at , in the divine dimension of Srambad. You must first find a portal to Srambad: neither the keyring nor the group teleport in front of the dungeon works in a dimension. Enter with a Key to Toxoliath's Cave (consumed) or through automatic group search.
Crafting the Key to Toxoliath's Cave
It is crafted at a handyman. Scoliopode Leg, Amorphid Wing, Trechepeira Venom and Sculucanus Pincer drop from the dungeon's monsters, at 17%. Necrotick Chitin is bought for 2 Orichor at the Srambad outpost ; Tench, Mandrake and Millet complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 180 | |
| 2 | 180 | |
| 2 | 180 | |
| 2 | 180 | |
| 1 | 180 | |
| 2 | 180 | |
| 2 | 180 | |
| 2 | 180 |
Which team to bring against the Toxoliath
Unbewitching. Almost every monster poisons. A class that unbewitches completely changes the fight, much more than a healer who makes up for the damage.
Ranged damage. Play at range, and keep a character able to deal big damage in one turn: killing Toxoliath in one go avoids all the Toxmosis poison.
Movement without MP. Teleportation, leaps and rushes let you move on the turn you hit Toxoliath. MP removal helps stall if you lack damage.
The classes that are comfortable here. The Eniripsa and its Word of Youth for the poisons, the Cra and the Foggernaut for ranged damage, recommended for the Duo. Spells that move you without MP, like Jump or Teleportation, let you reposition on the turn you hit the boss.
The five achievements of Toxoliath's Cave
Each achievement gives 36,604,000 XP and 2 Toxoliath Blood, and Duo doubles the XP. Misanthrope is played with the basic strategy, Keep Moving! also opens a step of From Hell.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Toxoliath as a team in its dungeon by completing the “Misanthrope” challenge. | 10 | 36 604 000 | |
| Defeat Toxoliath in its dungeon by completing the “Duo” challenge. | 20 | 73 208 000 | |
| Defeat Toxoliath in its dungeon by completing the “Toxic Relationship” challenge. | 10 | 36 604 000 | |
| Defeat the Toxoliath in this boss's dungeon. | 10 | 36 604 000 | |
| Defeat Toxoliath in its dungeon by completing the “Keep Moving!” challenge. | 10 | 36 604 000 |
Keep Moving!
Never try to remove MP from your opponents. A bit harder, since monsters are harder to keep at range. Bring classes that push, or enough damage to kill the monsters before they play. Removing range is still allowed: it's Keep Moving!, not Freedom.
Misanthrope
No ally may end their turn on a cell adjacent to another ally. No particular difficulty, but position yourself correctly before hitting Toxoliath: afterwards, moving costs you HP. Beware of the pulls from Tonguagement and Salivery.
Special: Toxic Relationship
Finish off the Toxoliath last. It only dies after the five waves, so Volatile Poison falls as early as turn 6 and then every 4 turns. Get out of its glyph when each wave arrives, or stay far enough away not to be hit. Bring healing, kill the Trechepeiras first, and follow the basic strategy for the rest.
Duo
Two characters maximum, within the challenge's turn limit. You need a lot of damage to chain the waves at level 180: classes with heavy ranged damage, like the Cra or the Foggernaut. At level 200, any composition works.
Drops and loot of Toxoliath's Cave
Base in-game rates, before Prospecting bonuses.
On Toxoliath
Toxoliath BloodLiquid17 %
Nougat Rabmarac BarTreat6 %
Barrel of Scurvion BloodContainer3 %
Skull and CrossbonesMiscellaneous Resource2,8 %
Rusty HookMiscellaneous Resource1,2 %
Spoiled CarrionMeat0,85 %
Al Howin GobtubbyCeremonial pet0,75 %
On the henchmen of the Toxoliath
Toxic Necrotick JuiceDivine Dimensions · Sculucanus24 %
Spoiled MeatMeat · Sculucanus17 %
Sculucanus PincerBone · Sculucanus17 %
Dethornit StingerBone · Dethornit17 %
Amorphid WingWing · Amorphid17 %
Scoliopode LegLeg · Scoliopode17 %
Trechepeira VenomLiquid · Trechepeira17 %
Skull and CrossbonesMiscellaneous Resource · Sculucanus2,8 %
OrichorTokens · Sculucanus2,4 %
Rusty HookMiscellaneous Resource · Sculucanus1,2 %
Barrel of Scurvion BloodContainer · Sculucanus1 %
Dimension modifiers and Dimensional Diamond
Srambad modifiers
One of ten combat modifiers is active in the dimension, and it changes when the Queen of Thieves, the level 200 dungeon of the zone, is defeated. Some help: Low Blows (+25% indirect damage), Berserker, Larceny, Dangerous Game. Others complicate everything, like Cyclic Power, which gives enemies 50% more vitality, or Invigorating Pushes, which heals monsters on every push.
The Dimensional Diamond
For Sufokia's Missing Person, Nova asks for a Dimensional Diamond taken from the dimension dungeon matching your level. Between levels 190 and 200, it's this one.
Toxoliath's Cave as a guild Expedition
The Cave exists in two guild Expeditions, Audacious and Valour:
- Audacious: hitting any enemy triggers Toxmosis, and each hit sends you back to your previous position with 5% stackable final damage; unbewitching 2 turns at end of turn cancels the poison, and a killed target takes it with it;
- Valour: at the start of their turn, each character places a cross-shaped glyph around themselves, which kills at the start and end of the turn and lasts the whole fight. Never stand next to an ally, even during preparation;
- in Valour, move at least 2 cells away from your cell after hitting, or better, kill Toxoliath with poisons, bombs or summons, which don't trigger Toxmosis;
- the terrain gets undermined quickly: move forward or back methodically and always keep a cell free. The fight is simpler with four than with eight.
Where is Toxoliath's Cave?
In Srambad's divine dimension, at . You need to find a portal to Srambad to enter.
What level should you do Toxoliath's Cave at?
From level 170, comfortably at 180. Toxoliath is level 180, its monsters level 172.
How do you hit the Toxoliath without dying from the poison?
Position yourself beforehand, then spend no more MP. Toxmosis poisons every MP used for 2 turns, including those on the turn of the attack; the one who finishes off Toxoliath is not affected.
Why kill Toxoliath before turn 6?
Because Volatile Poison arrives on turn 6. It removes 2 AP, poisons the whole team and places a glyph that increases damage taken by 50%.
Which monster should you kill first in Toxoliath's Cave?
The Toxoliath before turn 6, then the Trechepeiras. Stay away from the Dethornits, wait for Incurable Poison to end on the Scoliopodes, and leave the Sculucanuses for last.
How do you hit the Sculucanus without taking its reflect?
Deal push damage to it first. Guarded Carapace disappears for one turn, but the Sculucanus becomes unmovable.
Can the key ring be used?
No, the keyring doesn't work in a dimension. You need a Key to Toxoliath's Cave or the automatic group search.
Can you capture Toxoliath?
No, the Toxoliath cannot be captured. No soul stone is needed.
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