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Lost City of the Tol'vir

Lost City of the Tol'vir

Dungeon GuideRetail

Boss abilities and loot tables from Blizzard's own journal, boss by boss.

The Lost City of the Tol'vir is the stronghold of the Neferset, a faction of the cat-like tol'vir who swore fealty to Deathwing in exchange for a cure to the curse of flesh, which had turned their rocky hides to soft skin. With the affliction expunged, the tol'vir have rebelled against their benefactor, although they remain irrevocably twisted and hostile due to the dark pact that they made.

Written notes for this instance are a later milestone. Everything on this page comes from Blizzard's journal data.

Expansion
Cataclysm
Minimum Level
35
Modes
Normal, Heroic

Bosses

1. General Husam

The titans themselves appointed General Husam as one of Uldum's foremost guardians. After Siamat, Lord of the South Wind, cured the Neferset tol'vir's curse of flesh, Husam helmed a rebellion that culminated in the air elemental's imprisonment.

Abilities

  • Shockwave

    General Husam prepares to unleash a massive blow, then he strikes the ground and four separate Shockwaves erupt from his location. Each Shockwave travels along the ground in a different direction, inflicting 0 Physical damage to any enemy within 4 yards of a Shockwave.

  • Bad Intentions

    General Husam charges a random enemy player then hurls them onto a nearby wall. The hard impact from being thrown onto the wall inflicts 0 Physical damage on the player, and they are stunned as they slide down the wall back onto the ground.

  • Hammer Fist

    General Husam executes a rapid flurry of four attacks, with one landing every 0.5 second for 2 sec. Each Hammer First attack inflicts 75% of his normal melee damage.

  • Mystic Trap

    General Husam periodically throws mystic traps at the location of three random players. After two seconds, the trap fully arms and any player located within 2 yards of the trap will cause it to detonate. A Mystic Trap detonating inflicts 0 Fire damage to all players within 7 yards and knock them back. The traps stay armed for 20 seconds then begin a 5 second countdown. After this final 5 second

  • Detonate Traps

    General Husam prematurely begins the final 5 second countdown sequence for all active mystic traps. After the countdown ends, every trap will detonate.

Loot

2. Lockmaw

Amid the Neferset's chaotic insurrection against Siamat, the pygmy Augh pilfered whatever treasures he could from the ancient tol'vir city. Among his race, Augh is respected as much for his cunning as he is for his ferocious pet crocolisk, Lockmaw.

Abilities

  • Lockmaw

    Lockmaw spits a glob of poison onto the location of a random player, inflicting 0 Nature damage to every player within 5 yards of the location, slowing their movement speed by 30%, and additionally inflicting 0 Nature damage every 2 seconds for 12 sec.

  • Augh

    While Lockmaw is alive, Augh is immune to damage and will periodically enter the fight stealthed then use his Paralytic Blow Dart, Whirlwind, or Smoke bomb abilities before retreating.

Loot

3. High Prophet Barim

High Prophet Barim is the hallowed spiritual leader of the Neferset. Along with General Husam, he rallied his fellow Neferset against Siamat and imprisoned the air elemental. Regardless, some dark force still drives Barim and his followers to terrorize Uldum.

Abilities

  • Stage One: Begone Infidels!

    High Prophet Barim punishes his current enemy with Fifty Lashings. Barim's next 10 melee swings that deal damage inflict an additional 0 Physical damage.

  • Stage Two: Kneel and Repent

    After High Prophet Barim casts Repentance, he becomes immune to damage and players find themselves in a realm of darkness. Players must defeat the Harbinger of Darkness to end stage two, return to their normal bodies, and continue the fight against Barim.

Loot

4. Siamat

Purging the Neferset tol'vir's curse of flesh left the fearsome elemental Siamat severely drained. It was during this moment of vulnerability that the tol'vir struck and magically imprisoned Siamat at the center of their ancient sand-swept city.

Abilities

  • Stage One: Winds of the South, Rise!

    Siamat begins the encounter flying above his platform, nigh invulnerable to any damage taken.

  • Stage Two: Cower Before the Storm!

    After the players kill three Servants of Siamat, Stage two begins with Siamat landing on the platform and becoming vulnerable to damage.

Loot

See Every Dungeon Guide

Data from patch 12.1.0. Game data provided by Blizzard Entertainment through the Battle.net API.