The Fight Cave in Dragonwilds: 30 Waves, 10 Seconds, and Two Tok-Xil

Most players meet the Fight Cave during a quest and never realise they only fought the tutorial. Icthlarin's Little Helper includes a ten-wave version called the Trials of Fuzan; completing it unlocks the real thing — thirty waves ending in two Tok-Xil and then Fuzan himself. You get ten seconds between waves to prepare, and eventually the arena starts shooting at you as well. Here is the structure.
On sourcing. Jagex describe the Fight Cave only in announcements. The wave data below comes from the community RuneScape: Dragonwilds wiki, and can change with any patch.
Two Different Fight Caves
| Version | When | Waves | Ends with |
|---|---|---|---|
| Trials of Fuzan | During Icthlarin's Little Helper | 10 | Fuzan |
| Start the Fight Caves | After completing the quest | 30 | Two Tok-Xil, then Fuzan |
The gate is explicit: you are "required to complete the quest's version of the cave before being able to do the real one." The Trials are a tutorial, not a shortcut.
And note the location, because it ties three things together: the Fight Cave sits in The Burning Spire, the area of Umbral Sands that is also "the home of the KotHaar, where Fuzan's lair lays." The enemies you fight, the boss at the end and the region's faction are all the same place.
It is a "not safe" activity in the wiki's classification — meaning death carries the normal penalty rather than a soft reset.
What Comes at You

Every wave is KotHaar, "with each wave increasing in numbers and power level."
The named enemies:
| Enemy |
|---|
| KotHaar-Hur |
| KotHaar-Ket |
| KotHaar-Xil |
| KotHaar-Kal |
| Tok-Xil |
Wave size runs from 2 to 20 enemies, and "may contain a mini-boss or two."
The opening waves show the pattern:
- Wave 1 — 8 KotHaar-Hurs
- Wave 2 — 3 KotHaar-Hurs and 3 KotHaar-Xils
- Wave 3 — mixed again, escalating
So it is not a straight ramp in numbers. Wave 1 is the largest early group; wave 2 is smaller but introduces a second enemy type. Composition matters more than count.
And the arena itself joins in. "Each wave will eventually have the arena itself shooting firebolts around the arena." Positioning stops being purely about the enemies.
The Ten-Second Rule

Between waves you get exactly ten seconds "to prepare your weapons and buffs."
That is the single most important planning constraint in the activity, and it decides what you can bring:
- Anything with a long cast or craft time is out. Ten seconds does not cover cooking, brewing or crafting.
- Buffs must already be in your inventory, ready to consume.
- Weapon swapping is viable — and worth planning, since the Journal records separate weaknesses for combat style, damage type and element.
- Healing is food, since the health rework removed healing potions — so carry cooked food, and remember fish are best in class.
Thirty waves at ten seconds of prep means the run is decided before you enter. A loadout that works for wave 5 and runs out of food by wave 20 is a failed run regardless of skill.
Two things worth bringing specifically:
- A Crush weapon if you expect mini-bosses — it is the only damage type every documented vault guardian is weak to, and warhammers additionally stagger non-immune enemies.
- Water Magic, whose orbs restore about a third of maximum health — self-generated healing matters far more in a thirty-wave gauntlet than in a normal fight.
Rewards and Repeats

The Fight Cave is repeatable by design. Jagex describe it as "a replayable mode with advanced modes, rare crafting rewards and powerful Vestiges for you to bag", and their own framing is "battle your way through the Fight Cave to earn the right to challenge Fuzan, and return to the Fight Cave to repeat the challenge for more rewards including rare materials."
Vestiges are the reward that matters most, and it is worth remembering what they actually are: not gear, but recipe-unlock items. A Fight Cave clear can hand you a permanent crafting unlock rather than a single piece of equipment.
There is a cape at the end of it — Jagex's "the Fire Cape is waiting", keeping the RuneScape original's most famous reward.
Keep the Fight Cave separate from the Nightmare Crucible in your planning. They are different activities with different currencies of reward:
| Activity | Opened by | Rewards |
|---|---|---|
| Fight Cave | Completing Icthlarin's Little Helper | Rare materials, Vestiges, the Fire Cape |
| Nightmare Crucible | Engrams found around Umbral Sands | Ascension Cores — the only PL7 Core source |
So: Crucible for upgrade cores, Fight Cave for recipes and materials.
One known issue worth recognising: Jagex list that the Fire Cape vestige reward drop "in the right side of the screen shows an incorrect icon." The reward is correct; the icon is not.
Practical tips
- The quest version is 10 waves (Trials of Fuzan); the real one is 30.
- You must finish the quest version first — it is a gate, not an option.
- Ten seconds between waves. Buffs must already be in your inventory.
- Waves hold 2–20 KotHaar, sometimes with a mini-boss or two.
- The arena shoots firebolts in later waves — position for the room, not just the enemies.
- The final wave has two Tok-Xil, then Fuzan.
- Bring food, not potions — healing potions were removed from the game.
- It is repeatable, and pays in rare materials and Vestiges.
Running your own RuneScape: Dragonwilds server
A thirty-wave gauntlet is a planned, uninterrupted session with a prepared loadout — exactly the kind of thing a group schedules on a world that is always up rather than one that exists while a particular person is hosting. A gamever Dragonwilds server keeps Ashenfall available around the clock for up to six players, updates automatically so client and server versions never drift, and takes one-click backups before disruptive changes.
Conclusion
Dragonwilds' Fight Cave sits in The Burning Spire in Umbral Sands — the same area that holds Fuzan's lair and the KotHaar — and it exists in two versions. The Trials of Fuzan, a ten-wave tutorial run during Icthlarin's Little Helper, must be completed before "Start the Fight Caves" unlocks the real thirty-wave gauntlet, which ends with two Tok-Xil and then Fuzan. Waves contain 2 to 20 KotHaar and sometimes a mini-boss or two, and in later waves the arena itself shoots firebolts. The constraint that shapes everything is the ten seconds of preparation between waves: buffs must already be carried, nothing can be crafted mid-run, and food is your only healing since potions were removed. It is repeatable, paying in rare materials, Vestiges — which are recipe unlocks rather than gear — and the Fire Cape. Keep it separate from the Nightmare Crucible, which is the only source of PL7 Ascension Cores.
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