Infernal Stronghold/Guide
This page was last updated for (v1.2.2). |
Why Clear Infernal Stronghold?
There three main reasons for completing the Infernal Stronghold:
- Clear it once after 100
Volcanic Caves to get the
Infernal Cape that has 4% DR.
- Clear it 10 times to get 10
Infernal Cores to complete a township task, and to merge
Dragon Claw and
Ancient Claw into
Infernal Claw.
- Clear it 100+ times to complete more township tasks, or earn a lot of
.
Standard Guides
Pre-Ancient Build
The guide provides a build that does not use any ancient armour and will require manual eating to survive. This build should be able to get you though the dungeon one time, but you will need to time your eating carefully, especially when you are stunned.
This build can achieve that with as low as Level 80, but if you are attempting this dungeon under levelled then it is recommended that you check the Combat Simulator to see if there are any improvements that can be made, especially if you are in . Improvements that give a higher DR, higher HP or higher auto-eat threshold will give you a better chance of survival. Improvements that give a stronger attack will reduce the time taken to complete the dungeon, but are secondary to DR improvements.
Level 80
Level 80
Level 80
Level 80
Level 80
Level 75
Auto Eat - Tier III
- Use
Stone Skin and
Chivalry (or better) for 3% DR and accuracy.
- Use
Witch level 4 and
Yak level 3 synergy to give extra 2% DR against melee.
- Equip
Damage Reduction Potion III (or higher) for improved DR.
Slot | Item | DR% |
---|---|---|
![]() | ![]() | 5% |
![]() | ![]() | 5% |
![]() | ![]() | 5% |
![]() | ![]() | 5% |
![]() | ![]() | 4% |
![]() | ![]() | 2% |
![]() | ![]() | 2% |
![]() | ![]() | 1% |
![]() | ![]() | 0% |
![]() | ![]() | 5% |
Total | 34% |
Ancient Build
This build is designed to make it easier to obtain the 10 Infernal Core and allows you to complete the dungeon without manual eating. However, this build is not recommended for idling as it will use a lot of resources. This build increases DR so that auto-eat makes the dungeon survivable, but also has a reasonable attack level.
Gear
- Use
Stone Skin and
Chivalry for 3% DR and an increase in accuracy.
- Use
Witch level 4 and
Yak level 3 synergy to give extra 2% DR against melee.
- Equip
Damage Reduction Potion IV for 10% DR.
Slot | Item | DR% |
---|---|---|
![]() | ![]() | 7% |
![]() | ![]() | 7% |
![]() | ![]() | 7% |
![]() | ![]() | 5% |
![]() | ![]() | 4% |
![]() | ![]() | 2% |
![]() | ![]() | 2% |
![]() | ![]() | 1% |
![]() | ![]() | 0% |
![]() | ![]() | 7% |
Total | 42% |
Gear Options
There are many options with this build:
- Equip the
Infernal Cape after the first clear to further increase DR, and will make it easier to get the 10
Infernal Core needed to get the
Infernal Claw.
- Use
Ancient Claw over the
Sunset Rapier. If you do not have the
Ancient Claw then check out the Ancient Claw Guide.
- Use
Sandstorm Ring to increase your dungeon clear time if you DR is sufficient.
- Use
Dragonfire Shield over the
Ancient Shield for better defence.
- Once you can survive, use stronger prayers to increase your accuracy at the expense of DR.
- Use
Diamond Luck Potion (any level) to give an attack advantage, but only if you can survive the dungeon easily - you will lose up to 10% DR.
Malcs Special Moves
When eating, pay special attention to the following special moves from Malcs:
- Sealing + Penetrating Claws: do not underestimate this combo. The Spam Eating kicks in with a delay after you push a keyboard button, so it is important that you start before the Penetrating Claws hit you. This special move has two instances of damage separated by a short gap, so a good idea to use Spam Eating. The damage from Penetrating Claws is calculated as [math]\displaystyle{ 640 \times (1-\text{DR}) \times 1.3 \times 2 }[/math].
- Sealing + Tail Whip: Heal to full HP before this hits, and if you have time, look what the max damage of the Tail Whip is when you are stunned. You may find that you can delay manual eating depending on whether your HP allows. The damage from this move can be calculated as [math]\displaystyle{ 690 \times (1-\text{DR}) \times 1.3 }[/math].
- Sealing + Usual Attack: Occurs when
Malcs uses two Sealing attacks in row. The approach given in Tail Whip works well here.
- Sealing + Inferno: Not as strong as the other attacks, and one that you can normally rely on
Auto Eat to survive.
Idling Build
This build relies on high DR and a high HP and the top tier of Auto Eat and uses melee as this gives a high amount of damage reduction (DR). If your consumables run out, then you will not survive, so be sure that you have enough in the bank before you begin idling.
HP 1030
Level 80
Level 90 with
Level 50 Damage Reduction Potion
Level 65 with
Witch level 4 and
Yak level 3.
Auto Eat - Tier III
Slot | Item | DR% |
---|---|---|
![]() | ![]() | 7% |
![]() | ![]() | 7% |
![]() | ![]() | 7% |
![]() | ![]() | 5% |
![]() | ![]() | 6% |
![]() | ![]() | 4% |
![]() | ![]() | 2% |
![]() | ![]() | 1% |
![]() | ![]() | 0% |
![]() | ![]() | 8% |
![]() | ![]() | 0% |
Total | 47% |
Boost | Type | DR% |
---|---|---|
Armour/weapons (as above) | 47% | |
1% | ||
3% | ||
![]() |
6% | |
3% against | ||
Total | 61% (60%) |
The Prayer Scroll or
Alchemist's Bag can be used to reduce prayer costs and the number of potions needed to idle the Infernal Stronghold.
Alternative options are available if the Air God Dungeon has been completed. The
Aeris God Gloves and
Aeris God Boots each give an additional 2% DR. The
Infernal Cape can be swapped for the
Fire Cape but this will lose 2% DR. In
Agility the
Lake Swim can be used to give an extra +1% DR.
Once you have sufficient DR to idle comfortable, you can also consider wearing the Chapeau Noir for a 10% chance of doubling the items received, which can reduce the number of dungeons needed.
Late-game idling
After completing the Water God Dungeon you will have access to Ancient Magicks and late-game armour and boosts. The dungeon can be idled with magic much more quickly due to the Combat Triangle advantage. For example, with this build, there is no need for any consumable except food and runes, and no need for boosts from agility. The spare slots in this build are filled with item doubling boosts, but you can change these depending on your goal.
Slot | Item | DR% |
---|---|---|
![]() | ![]() | 0% |
![]() | ![]() | 8% |
![]() | ![]() | 8% |
![]() | ![]() | 8% |
![]() | ![]() | 8% |
![]() | ![]() | 3% |
![]() | ![]() | 2% |
![]() | ![]() | 0% |
![]() | ![]() | 0% |
![]() | ![]() | 8% |
Total | 45% |
Spell: Slicing Winds
Prayers: Mystic Lore &
Mystic Mastery if your accuracy is below 20,000. Otherwise don't use any.
There is flexibility on this build. For example, Aorpheat's Signet Ring can be used instead of
Ring of Wealth to get an additional 100,000
+ per clear, but this reduces chance of doubling
Infernal Cores e.g. from 10% down to 5% chance.
Ancient Relics Guides
Pre God Dungeons Clears
Melee
The clear speed of Adamant Armour and
Rune Armour is about the same.
Adamant Armour uses roughly 790
Lobster for a single clear.
Rune Armour uses roughly 690
Lobster for a single clear.
Both have an average 14 minute clear time.
Gear
The clear speed of Sunset Rapier and
Ancient Claw is roughly the same.
- Prayers:
Incredible Reflexes &
Chivalry
Slot | Item |
---|---|
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
![]() | ![]() |
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Combat Simulator Export
Magic
This is an opportune time to use the newly obtained Ancient Magick as it almost doubles the clear speed over Normal Spells, even without getting the benefit from the guaranteed hits from Slicing Winds at 20,000 Accuracy.
Gear
Air Adept Wizard Gear uses roughly 690
Lobster for a single clear. Taking roughly 11 minutes.
Air Expert Wizard Gear uses roughly 520
Lobster for a single clear. Taking roughly 9 minutes.
- Spell:
Slicing Winds
- Aurora:
Surge II (Optional)
- Prayers:
Mystic Lore &
Mystic Might
Combat Simulator Export
Post God Dungeons Guide
Melee
This setup will still require Manual Eating unless Damage Reduction Potion IV is used, which enables fully Idling this Dungeon.
Gear
Sunset Rapier uses roughly 310
Lobster for a single clear. Taking roughly 9 minutes.
Ancient Claw uses roughly 290
Lobster for a single clear. Taking roughly 8 minutes.
Combat Simulator Export
Magic
This style makes this dungeon Fully Idle at this stage. This can be done by having the following:
- The the posted recommended setup of
Magic Wand (Powerful)/
(G) Rune Shield
Cloudburst Staff with one of the following:
- Defence Relic #5
Level 50 and either
Leonardo,
Erran or
Fury of the Elemental Zodiacs
Gear
Magic Wand (Powerful)/
(G) Rune Shield using
Frostbite uses roughly 49
Lobster for a single clear. Taking roughly 3.6 minutes.
Cloudburst Staff using
Water Surge uses roughly 56
Lobster for a single clear. Taking roughly 2.8 minutes.
- Spell:
Frostbite or
Gust for roughly 30 second slower kills.
- Aurora:
Surge II (Optional)
- Prayers:
Mystic Might &
Mystic Mastery
Agility
- Only required for
Cloudburst Staff if Defence Relic #5 is not owned.
- Will also require either
Leonardo,
Erran or
Fury of the Elemental Zodiacs
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | +3% Smithing Mastery XP | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +50 Maximum Hitpoints |
Combat Simulator Export
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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